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Web Technology Book By Puntambekar: A Practical Approach to Web Applications



Web Technologies textbook is one of the important textbook for Engineering Students. A.A.Puntambekar was one of the famous author who explains this book using the simple language. Web Technologies textbook is also useful for B.Tech students.




Web Technology Book By Puntambekar



The text book then covers two important topics - hashing and file structures. While explaining the hashing - various hashing methods, and collision handling techniques are explained with necessary illustrations and examples. File structures are demonstrated by implementing sequential, index sequential and random file organization.


Prof. Anuradha A. Puntambekar worked as an assistant professor in Vishwakarma Institute of Technology (VIT) and PES Modern College of Engineering, Pune. She was an active member in framing the university syllabus. She was very popular among the students due to her unique teaching style and in-depth knowledge of various subjects. She researched 'Heterogeneous clustering,' during which her research papers were published and presented in a national symposium. She has expertise in different topics like - Data structures, Compiler design, Theory of computation, Design, and analysis of algorithms, Object-oriented programming, Database management systems, and Web technologies. Due to her dedicated teaching and learning abilities, she has got an overwhelming response to her books on the subjects mentioned above in India's different universities. She has a total of 22 years of teaching and writing experience in the field of computer engineering.


The Handbook of Design in Educational Technology provides up-to-date, comprehensive summaries and syntheses of recent research pertinent to the design of information and communication technologies to support learning. Readers can turn to this handbook for expert advice about each stage in the process of designing systems for use in educational settings; from theoretical foundations to the challenges of implementation, the process of evaluating the impact of the design and the manner in which it might be further developed and disseminated.


SELECTED RECENT PUBLICATIONSBooksLuckin, R., Puntambekar, S., Goodyear, P., Grabowski, B., Underwood J., & Winters, N. (Eds.) (2012). Handbook of Design in Educational Technology. NY: Taylor & Francis.


Puntambekar, S. (2012). Evaluation in Design and Technology. In Luckin, R., Puntambekar, S., Goodyear, P., Grabowski, B., Underwood J., & Winters, N. (Eds.) Handbook of Design in Educational Technology. NY: Taylor & Francis. pp. 371-376.


Puntambekar, S. Sullivan, S. & Hüscher. R. (2012). Analyzing navigation patterns to scaffold metacognition in hypertext systems, In R. Azevedo & V. Aleven (Eds.). International Handbook of Metacognition and Learning Technologies. pp. 261-277. NY: Springer.


In the next subsequent chapter, the book demonstrates how to create and manage cookies, how to create browser history, implementation of form validation with the help of regular expressions, creating rollover effects and creating and handling frames.


Recent conference proceedings, journal articles and the development of an informal learning focus within the National Science Foundation, signal keen interest in understanding from students' everyday in-and-out-of-school socio-technical practices about how to develop better theory and design of technology-mediated contexts for learning (Barron, 2006; Forte & Bruckman, 2008; Gardner & Kolodner, 2007; Halverson, 2007; Miyake et al., 2007; Peppler & Kafai, 2007; Steinkuehler, 2007; Yardi & Perkel, 2007; Zheng & Khoo, in press). While much of the informal learning research (Sefton-Green, 2004) has focused on students' understanding of science and math, especially in or around museums or afterschool clubs (Crowley & Jacobs, 2002; Falk & Dierking, 2002; Palmquist & Crowley, 2007), research has extended of late to consider learning from a range of disciplinary perspectives within virtual worlds that dominate popular culture. One example of this is Steinkuehler's study of cognition and literacy within online game-playing "in the wild" (Hutchins, 1995, p. xiii) a goal of which is to inform the design of intentioned learning environments in school and after-school contexts (Steinkuehler, 2007). Investigating cognition and literacy practices within massively multiplayer online games, Steinkuehler (2007) documented how these games are spaces for authoring identities, rich meaning-making, and construction of coherent and creative discourses valued in fields outside the game. Similarly, Forte and Bruckman (2008) examined authorship and editorial processes in Wikipedia to generate new methods for assessing user-generated content in classrooms. Peppler and Kafai (2007) investigated youth's creative media production after-school with Scratch online design software to suggest new directions for media learning and media literacy education, and Zheng and Khoo (in press) investigated the cognitive, psychological, and social factors perceived by Singaporean adolescents as critical to their online social communication. Such research benefits those who seek to develop optimal online environments for similar adolescents. 2ff7e9595c


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