Alice is an innovative 3D programming environment that makes it easy to create an animation for telling a story, playing an interactive game, or a video to share on the web. Alice is a teaching tool for introductory computing.
Find engaging tools that enable students to learn and strengthen computing skills.
The BFOIT Turtle Graphics Java applet is a free Logo programming environment made available by the Berkeley Foundation for Opportunities in Information Technology.
Cargo-Bot is a puzzle game where you teach a robot how to move crates.
CodeMonkey is an engaging online game that teaches real computer programming to children as young as 9. We release new features and challenges on a monthly basis. Stay tuned, and don't touch the green banana!
Code.org® is a non-profit dedicated to expanding participation in computer science by making it available in more schools, and increasing participation by women and underrepresented students of color.
Learn Python by playing a real game! Defeat ogres, solve mazes, and level up. CodeCombat has helped 5M users and 31,000 teachers with computer science.
Learn programming through a real game, where directing your hero through each level means developing your coding skills from scratch. 21st century learning for a 21st century skill.
CodeHS has everything you need to teach CS in your high school or start learning at home. We've been teaching at Stanford for the last 3 years, and we're creating the best possible online learning experience inspired by our work there.
Welcome to the fun side of computer science! Explore how computer science is also about people, solving puzzles, creativity, changing the future and, most of all, having fun.
CS Unplugged is a collection of free learning activities that teach Computer Science through engaging games and puzzles that use cards, string, crayons and lots of running around.
No business, government organization – or individual – is immune from cyber-attacks.
Everyone knows the fastest way to learn a spoken language is by having conversations with native speakers. Likewise, the fastest way to learn programming is by actually programming.
Video games immerse users in a world of high tech thrills, stunning visuals, unique challenges, and interactivity. They enable users to become a warrior princess or a gruesome ghoul, create a virtual persona, or even develop worlds that other gamers can play on. But before the games of today became reality, they were the dreams of a few innovative individuals.
Roberta Williams is considered one of the pioneers of gaming as we know it today. During the 80’s and 90’s along with husband Ken Williams through their company On-Line Systems, she developed some of the first graphical adventure games. These included such titles as Mystery House, Wizard and the Princess and the popular King’s Quest series. Williams also helped introduce more girls and women to the world of gaming by bringing games developed from a woman’s perspective to mainstream market.
In 1967, Douglas Engelbart applied for a patent for an "X-Y position indicator for a display system," which he and his team developed at the Stanford Research Institute (SRI) in Menlo Park, California. The device, a small, wooden box with two metal wheels, was nicknamed a "mouse" because a cable trailing out of the one end resembled a tail.
In addition to the first computer mouse, Engelbart’s team developed computer interface concepts that led to the GUI interface, and were integral to the development of ARPANET--the precursor to today’s Internet. Engelbart received his bachelor’s degree in electrical engineering from Oregon State University in 1948, followed by an MS in 1953 and a Ph.D. in 1955 both from the University of California, Berkeley.
Liz Gerber earned her MS and PhD in Product Design and Management Science and Engineering at Stanford. She specializes in design and human-computer interaction, particularly how social computing supports the innovation process. Her current research investigates crowd-funding as a mechanism for reducing disparities in entrepreneurship.
Gerber's work funded by the US National Science Foundation and the National Collegiate Inventors and Innovators Alliance has appeared in peer-reviewed journals, including Transactions on Computer Human Interactions, Design Studies, and Organization Science.
As an award-winning teacher and researcher, Liz has touched the lives of more than 6,000 students through her teaching at Northwestern's Segal Design Institute and Stanford University's Hasso Plattner's Institute of Design and through her paradigm-shifting creation, Design for America, a national network of students using design to tackle social challenges.
Image credit - Lisa Beth Anderson
If you have used a word processor today, moved your mouse on your laptop, dragged an object around on your smartphone, or highlighted a section of text on your tablet, you can thank Jim Dammann. In 1961 during his second year at IBM and just one year after completing his PhD, Jim created the concept of what today we all take for granted -- the cursor. This idea he documented in utilizing the cursor within word processing operations.
After retiring from IBM, Jim went on to inspire future generations of software engineers at Florida Atlantic University. His work there too demonstrated his creativity for he spent considerable effort enhancing their software engineering program by integrating ideas and feedback from local industries into the University curricular. Today, Jim lives in the Westlake Hills west of Austin Texas and spends most of his time in his art studio. He wrote and published The Opaque Decanter, a collection of poems about art, which provided a new view at part of art history.
Dr. Sue Black has demonstrated the power of social networking. She used Web 2.0 technologies to help raise awareness of, and critical funding for, Bletchley Park, the UK World War II center for decrypting enemy messages. She has also been an active campaigner for equality and support for women in technology fields, founding a number of online networking platforms for women technology professionals. A keen researcher, Dr. Black completed a PhD in software measurement in 2001. Her research interests focus on software quality improvements. She has recently won the PepsiCo Women's Inspiration Network award, been named Tech Hero by ITPRO magazine and was awarded the first John Ivinson Award from the British Computer Society. In 2011 Dr. Black set up The goto Foundation, a nonprofit organization which aims to make computer science more meaningful to the public, generate public excitement in the creation of software, and build a tech savvy workforce. Read Sue's blog about The goto Foundation: http://gotofdn.org