Synopsis
With the proliferation of smartphones and tablets, apps have taken the world by storm and captured the collective imagination. They range in nature from delightfully frivolous and whimsical to sturdily practical and utilitarian, simple and straightforward to dazzlingly elaborate. In an incredibly brief period of time, they have become fundamental to the smooth and pleasurable functioning of most people's daily lives. App designers are the new rock stars of the programming world. Any teen seeking to learn what apps are, how they work, and how they can be designed, programmed, tested, and sold to the highest bidder will find all these questions answered in these pages. This hands-on, how-to resource packed with practical insider information is sure to help launch many of the next great apps soon to be downloaded to mobile devices. Its emphasis on career-building, science, and digital literacy content fully satisfies Reading Anchor Standard 1 of the Common Core Curriculum.
Reviews
Gr 5–8—Written for students interested in exploring the technical side of the Internet and mobile devices, each title engages readers through a clever introduction and a catchy lead. Building Apps looks at the development of apps for different types of mobile devices, computer language used in writing them, the variety of purposes they serve, developers' roles, how to build a better app, and selling and marketing a creation. Gamification ("applying game-related ideas to nongame processses") examines the role of this practice in the workplace; gives examples of how it can help improve the environment, aid in improving student interest and success in school, and improve health; and discusses other important social issues. Digital Piracy explains how this practice rapidly became an issue for musicians and those in other creative endeavors through the development of various download sharing software, and how it has impacted the music and movie industries. A chapter also examines digital rights and the creation of organizations to support access to free information and software. A plea to understand the impact of digital piracy and the legality of acquiring materials without paying concludes with an appeal to discourage participating in illegal downloading. These titles should succeed in generating enthusiasm for the topics. Texts are complemented with aptly placed colored photos and end-of-chapter questions for discussing and thinking about. Smooth transitions connect subjects from chapter to chapter. The books are written to engage and connect with readers and may spark interest in pursuing the topics further.—Susan Shaver, Hemingford Public Schools, NE
The Digital and Information Literacy series introduces a varied array of computer-based topics. Though the level of detail varies from volume to volume, the text is generally clear and well organized. Most double-page spreads include at least one color illustration, mainly photos of teens and screen shots of computers and other devices. Although some of the subjects can be difficult to find in other books at this grade level, readers with a strong interest in pursuing the technologies may find the “Further Reading” bibliographies helpful. Building Apps offers basic information for kids who want to create their own apps. Topics considered include whether to hire a developer and how to market an app. Books in this ongoing series offer useful overviews of current topics in technology. Grades 5-8. --Carolyn Phelan
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