Today, we’re releasing new research from our partnership with Gallup that investigates the demographic inequities in K-12 computer science (CS) education in two reports, Diversity Gaps in Computer Science: Exploring the Underrepresentation of Girls, Blacks and Hispanics and Trends in the State of Computer Science in U.S. K-12 Schools. We surveyed 16,000 nationally representative groups of students, parents, teachers, principals, and superintendents in the U.S.  Our findings explore the CS learning gap between white students and their Black and Hispanic peers as well as between boys and girls and confirm just how much demographic differences matter.  We’re excited to share this data to bring awareness to issues on the ground in order to help expand CS education in meaningful ways.

[edu] cs edu + gallup

Progress around access has been made in K-12 CS education. We found that 40 percent of K-12 principals say they offer CS classes with programming/coding, up from 25 percent the year before, an increase that may be explained by the tremendous increase in support and awareness of CS education. However, a great deal of work still remains, as access for students is not universal, and disparities exist particularly for underrepresented groups:

  • Black students are less likely to have access to CS in classes at school compared to white or Hispanic students. Specifically, 47 percent say they have dedicated CS classes, compared to 58 percent of white students and 59 percent of Hispanic students.  

  • Black and Hispanic students are less likely than white students to use computers at home and/or at school frequently. Only 58 percent of Black and 50 percent of Hispanic students say they use a computer at least most days at home, compared to 68 percent of white students.

Although structural barriers and lack of access and exposure for Black and Hispanic students are prevalent, their interest is disproportionately higher:

  • Black and Hispanic students are more likely than their white counterparts to be interested in learning CS. Black students are 1.5 times and Hispanic students are 1.7 times as likely as white students to be interested in learning CS.

  • Black and Hispanic parents want their child to learn CS. Of parents whose child has not learned CS, 92 percent of Black and Hispanic parents want their child to learn CS compared to 84 percent of white parents.

[edu] cs edu + gallup

To help broaden participation in CS learning, we also need to understand barriers beyond access.  The quality of offerings should be rigorous and social perceptions should support all students. We found:

  • Hispanic students have less exposure to role models — just 49 percent of Hispanic students say an adult in their lives works with computers or technology compared to 58 percent of white and 65 percent of Black students.

  • Hispanic students and girls are less likely to see media images of CS reflect themselves and, of students who see those in the media engaged in CS, girls are about half as likely as boys to say that they often see someone like themselves.

  • Girls are less likely than boys to report being told by parents or teachers that they would be good at CS (39 percent versus 56 percent of boys) and are less likely than boys to be aware of CS learning opportunities outside of school.

  • Not surprisingly, both Hispanics and girls have lower confidence to learn CS and are less likely to have learned CS.

As our research and decades of work have uncovered, CS education is a complex space. We must work together to catalyze the changes needed to challenge narrow social images of CS, while simultaneously working to bring about universal access to quality CS education. Yesterday’s announcement of the K-12 Computer Science Framework, which Google supports, represents a momentous step toward guiding schools on high quality, rigorous CS education. We hope that our research continues to support collaboration efforts like the framework to increase equitable opportunities for all students to learn CS.


The Official Google Blog

It’s that time of year: school is in full swing, the holidays are just around the corner, and we’re once again accepting proposals for our Computer Science for High School (CS4HS) grants. CS4HS is a “train the trainer” program that aims to give teachers the tools they need in order to bring computer science and computational thinking into the classroom.

With a grant from Google, university, college and technical college faculty develop these three to five day workshops—hands-on, interactive opportunities for K-12 teachers to learn how to teach CS to their students. Some programs are geared toward CS teachers, while others are for non-CS teachers who want to incorporate computer science into their curriculum. No two programs are exactly alike, and it is the creative and passionate material that organizers develop which makes this program so unique—and successful.

2013 marks the fifth consecutive year for our CS4HS program, and we’ve grown significantly. Hundreds of students and thousands of teachers have been through these workshops to date, and our program has spread to include places in Africa, Australia, Canada, China, Europe, the Middle East, New Zealand and the U.S. Our alumni are connected to each other, other educators and organizers through our teacher’s forum, which also enables K-12 teachers interested in CS education to join the discussion and ask questions.

We’re accepting applications on our website from now until February 16, 2013. To qualify, you must work for an accredited university, college or technical school in one of the qualifying regions. Each region has a slightly different application process, so make sure to read up on your area at www.cs4hs.com.

If you’re not a university faculty member, but still want to be involved, reach out to a local area university and encourage the CS Chairperson to apply; peruse information on our K-12 educators page to start bringing CS into your classroom; and check for updates on our website starting in March to find a program near you.

We’re excited to help even more educators learn how to bring computer science to their students, whether they’re teaching CS, math, history, or any other subject. Together, we can start the next generation of CS professionals on their way.


The Official Google Blog

What does a cable car in Niagara Falls have to do with the world’s
first chess-playing machine? Surprisingly, both were inventions of Spanish civil engineer Leonardo Torres-Quevedo.
Next week, as part of our ongoing effort to celebrate Europe’s computing
heritage, we’re commemorating Torres-Quevedo’s legacy and his
remarkable machine—"El
Ajedrecista"
(in English, "The Chess Player")—in partnership with
the Telecommunication Engineering department of the
Technical University of Madrid.




Photo thanks to Wikimedia Commons


Torres-Quevedo’s inventions span many fields. He was the second in
the world to demonstrate wireless remote control, beaten to the
post only by Nikola Tesla.
His designs for airships were used by both the French
and British during WWI. He was a global leader in cable car design,
creating the “Spanish aero car” over the Niagara Whirlpool
which, nearly a century on, remains a tourist attraction.
However, his most remarkable achievements were in the field of
automation, developing machines that are antecedents to what we now
call computers and robots.

Torres-Quevedo’s ambitions were bold. As Scientific American proclaimed in 1915: “He would substitute machinery
for the human mind.” In the 1890s, Torres-Quevedo built a series of mechanical devices that solved algebraic
equations. In 1920 he wowed a Paris audience with an
electromechanical arithmometer with a typewriter attachment. You
simply typed a formula—say, “24x48”—and the machine would calculate
and automatically type the answer “=1152” in reply.

But El Ajedrecista, an algorithmically powered machine that could
play an end-game of chess against a human opponent completely
automatically, is his most notable creation. Although it’s a far cry
from Deep Blue, El Ajedrecista can lay claim to being
the world’s first (analog) computer game.

.


Photos thanks to Museo Torres Quevedo


The machine didn’t just calculate its moves—it had mechanical arms
that physically moved its pieces, in the form of electrical jacks,
across a grid. In later models the arm mechanism was replaced by
magnets, and play took place on a more ordinary-looking chess board.
You couldn’t cheat the machine as it could spot illegal moves; and you
couldn’t win, as the game always started at a point (machine’s King
and Rook versus human’s King) from which the machine could never lose.

In honor of El Ajedrecista’s 100th birthday, we’re working with the Telecommunication
Engineering department of the Technical University of Madrid
to
stage a conference commemorating Torres-Quevedo’s legacy. The
conference, taking place on November 7, will feature lectures and
panel discussions, as well as an exhibition of Torres-Quevedo’s
devices—including El Ajedrecista itself. Attendance is free—if you
want to join us, request an invitation.


The Official Google Blog

It’s no secret we have a special fondness for Bletchley Park. The pioneering work carried out there didn’t just crack codes—it laid the foundations for the computer age.

Today, we’d like to pay homage to a lesser-known contributor—Tommy Flowers. Bletchley Park’s breakthroughs were the product of theoretical mathematical brilliance combined with dazzling feats of engineering—none more so than Flowers’ creation of Colossus, the world’s first programmable, electronic computer.

Photo of Dr. Thomas “Tommy” Flowers. Reproduced with kind permission of the Flowers family

By 1942 the hardest task facing Bletchley Park’s wartime codebreakers was deciphering messages encrypted by Lorenz, used by Germany for their most top-secret communications. Initially Lorenz messages were broken by hand, using ingenious but time-consuming techniques. To speed things up, it was decided to build a machine to automate parts of the decoding process. This part-mechanical, part-electronic device was called Heath Robinson, but although it helped, it was unreliable and still too slow.

Tommy Flowers was an expert in the use of relays and thermionic valves for switching, thanks to his research developing telephone systems. Initially, he was summoned to Bletchley Park to help improve Heath Robinson, but his concerns with its design were so great he came up with an entirely new solution—an electronic machine, later christened Colossus.

When Flowers proposed the idea for Colossus in February 1943, Bletchley Park management feared that, with around 1,600 thermionic valves, it would be unreliable. Drawing on his pre-war research, Flowers was eventually able to persuade them otherwise, with proof that valves were reliable provided the machine they were used in was never turned off. Despite this, however, Bletchley Park’s experts were still skeptical that a new machine could be ready quickly enough and declined to pursue it further.

Fortunately Flowers was undeterred, and convinced the U.K.’s Post Office research centre at Dollis Hill in London to approve the project instead. Working around the clock, and partially funding it out of his own pocket, Flowers and his team completed a prototype Colossus in just 10 months.

Photo of the rebuilt Colossus which you can visit at The National Museum of Computing in the U.K. 
 Reproduced with kind permission of The National Museum of Computing.

The first Colossus came into operation at Bletchley Park in January 1944. It exceeded all expectations and was able to derive many of the Lorenz settings for each message within a few hours, compared to weeks previously. This was followed in June 1944 by a 2,400-valve Mark 2 version which was even more powerful, and which provided vital information to aid the D-Day landings. By the end of the war there were 10 Colossus computers at Bletchley Park working 24/7.

Once war was over, all mention of Colossus was forbidden by the Official Secrets Act. Eight of the machines were dismantled, while the remaining two were sent to London where they purportedly were used for intelligence purposes until 1960. It wasn’t until the 1970’s that Colossus could begin to claim its rightful crown at the forefront of computing history.

Tommy Flowers passed away in 1998, but we were privileged recently to catch up with some on his team who helped build and maintain Colossus.

This week heralds the opening of a new gallery dedicated to Colossus at the U.K.’s National Museum of Computing, based at Bletchley Park. The rebuilt Colossus is on show, and over the coming weeks it will be joined by interactive exhibits and displays. Bletchley Park is less than an hour from Central London, and makes a fitting pilgrimage for anyone interested in computing.

(Cross-posted on the European Public Policy Blog)


The Official Google Blog

Last summer, K-12 educators in the Boston, Mass. area gathered at MIT for a bit of summer school. They weren’t there to brush up on freshman year biology, but rather to learn a new subject, the programming language Scratch. This is a snapshot of the Google in education group’s Computer Science for High School (CS4HS) program. The teachers gathered at MIT last July had various backgrounds and degrees, but they all attended with one goal—to bring computer science (CS) education back to their schools, and their students.

From now until March 3, 2012, CS4HS is accepting applications from interested colleges and universities for our fourth consecutive year of computer science workshops. If you’re not affiliated with a college or university you can still encourage your local university, community college or technical school to apply for a grant. In the late spring, after applications close, we’ll post workshop websites of participating schools on cs4hs.com for professors looking for ideas and for teachers interested in learning more about what’s being offered.

Over the course of the three-day professional development workshops, funded by Google and held on university campuses around the world, participants learn about programming software directly from developers and full-time CS faculty. There is balance of discussion, engaging project work and presentations. The workshops prepare educators to teach programming and computing in their schools and turn their students into computational thinkers and creators.

The need for more CS professionals is increasing faster than universities are able to graduate CS students, and CS4HS hopes to address this gap with our “train the trainer” approach. We provide the universities with the support they need, so they can provide local teachers with the tools they need, so that those teachers can teach students the skills they will need.

In 2011, we funded more than 70 programs that trained thousands of educators worldwide on various aspects of CS. In 2012, we are expanding our program to include more regions and reach even more teachers. If you are affiliated with a university, community college or technical school in the U.S, Canada, Europe, Middle East, Africa, China, Australia or New Zealand and are interested in creating a three-day CS4HS workshop, we want to partner with you.

Visit www.cs4hs.com for more information and details on the types of programs we are looking to fund. You will also find curriculum modules from past workshops to use or adapt, as well as a list of participating schools from 2010 and 2011. There’s also an example of a successful program and of a stand-out application to get you started on the right track.

Help spread enthusiasm for computer science in your community: When you’re ready to apply, submit your application online by March 3, 2012.




The Official Google Blog

This year marks the 60th anniversary of LEO, the world’s first business computer—built by J.Lyons & Co, a leading British food manufacturer at the time that also ran a famous chain of tea shops.

Lyons management had long been keen to streamline their back-office operations. In 1947, two Lyons managers visited the U.S. to learn about the latest business processes, including whether the electronic computers they’d heard about during their wartime service, like ENIAC, might be useful. (At the time, the closer-to-home advances at Bletchley Park were still a well-kept military secret.)

They returned inspired by the possibilities and keen to build a machine of their own. After several years of development, LEO, a.k.a. Lyons Electronic Office, took on its first office job on November 17, 1951—weekly valuations for the bakery division, calculating margins on Lyon’s output of bread, cakes and pies.

Until LEO, computing in a work setting was treated like a specialist bit of kit on a factory production line. Each machine was dedicated to a single task. In essence, they were narrowly defined calculating machines. The vision for LEO, in contrast, was bravely broad. LEO was a single computer capable of handling a whole swathe of accounting and bookkeeping tasks, as well as producing daily management reports.

LEO was such a success that Lyons set up a commercial subsidiary to sell spare time on LEO to other businesses, including the Ford Motor Company, which used it to process the payroll for the thousands of workers at its U.K. plant. Later, Lyons also built entirely new LEOs and sold them to other blue-chip companies of the era. In total, more than 70 LEO’s were built, with the last remaining in service until the 1980’s (not bad for a computer that took up an entire room!).

Today we view IT as critical to any enterprise, but in the 1950s, this was by no means a given, as evidenced by a quote from a 1954 issue of The Economist: “There are those who do not believe in the desirability of introducing anything as esoteric as electronics into business routine.” Things certainly have changed, and in a sense, all modern day businesses owe a debt to the LEO team.

Last week at the Science Museum in London, we were delighted to sponsor a small gathering of early LEO programmers  to celebrate their accomplishments and reminisce about their pioneering work. Today, on this 60th anniversary, we invite you to have a cup of tea and join us in toasting LEO—a remarkable ancestor in IT’s family tree.


The Official Google Blog

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