Features and Benefits
Introduction to Programming Using Python features:
Hands-on exercises and practice
- Exercises for Most Sections. Each section that teaches programming has an exercise set that both reinforces the understanding of the key ideas of the section and challenges the student to explore applications. Most of the exercise sets require the student to trace programs, find errors, and write programs.
- Practice Problems. Practice Problems are carefully selected and located at the end of a section, just before the exercise set. The practice problems often focus on points that are potentially confusing or are best appreciated after the student has explored them thoroughly.
- Guide to Application Topics. This section provides an index of programs that deal with various topics including Business, Economics, Mathematics, and Sports.
- Programming Projects. Beginning with Chapter 2, every chapter contains engaging programming projects. The projects not only reflect the variety of ways that computers are used in the business community, but also present some games and general-interest topics. Ranging in subject matter and difficulty, these projects allow instructors to adapt the course to students’ interests and abilities.
Reinforced and detailed guidance
- Comments. Extensions and fine points of new topics are deferred to the “Comments” portion at the end of each section so that they will not interfere with the flow of the presentation.
- Chapter Summaries. In Chapters 2 through 8, the key terms and concepts (along with examples) are summarized at the end of the chapter.
- VideoNotes. VideoNotes are Pearson’s visual tool designed for teaching key programming concepts and techniques. VideoNote icons are placed in the margin of the textbook to notify the reader when a topic is discussed in a video. Also, a Guide to Video Notes summarizing the different videos throughout the text is included.
- Solution Manuals. The Student Solutions Manual contains the answer to every odd-numbered exercise (not including programming projects). The Instructor Solutions Manual contains the answer to every exercise and programming project. Both solution manuals are in pdf format and can be downloaded from the Publisher’s Web site.
- Source Code and Data Files. The programs for all examples and the data files needed for the exercises can be downloaded from the Publisher’s Web site.
Also Available with MyProgrammingLab®
This title is also available with MyProgrammingLab–an online homework, tutorial, and assessment program designed to work with this text to engage students and improve results. Within its structured environment, students practice what they learn, test their understanding, and pursue a personalized study plan that helps them better absorb course material and understand difficult concepts.
Students, if interested in purchasing this title with MyProgrammingLab, ask your instructor for the correct package ISBN and Course ID. Instructors, contact your Pearson representative for more information.
- Practice: With MyProgrammingLab, your students will gain first-hand programming experience in an interactive online environment.
- Immediate, personalized feedback: When students practice programming, MyProgrammingLab provides immediate personalized feedback. The error messages include both the feedback from the compiler and plain English interpretations of likely causes for the incorrect answer.
- Dynamic grading and assessment: Your students' submissions are automatically graded, both saving you time, and offering students immediate learning opportunities. A dynamic roster tracks their performance and maintains a record of submissions. The color-coded gradebook gives you a quick glance of your classes' progress. Easily drill down to receive information on a single student's performance or a specific problem. Gradebook results can be exported to Excel to use with your LMS.
- Step-by-step VideoNote tutorials offer extra help: These step-by-step video tutorials enhance the programming concepts presented in your Pearson textbook by allowing students to view the entire problem-solving process outside of the classroom—when they need help the most.