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Introduction to Programming Using Python plus MyProgrammingLab with Pearson eText -- Access Card Package,  An

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Introduction to Programming Using Python plus MyProgrammingLab with Pearson eText -- Access Card Package, An

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About

Features

Personalize Learning with MyProgrammingLab®

MyProgrammingLab is 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.

  • 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.

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.


Project-based learning

  • 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.

 

Description

  • Copyright 2016
  • Pages: 550
  • Edition: 1st
  • Book
  • ISBN-10: 0-13-408945-6
  • ISBN-13: 978-0-13-408945-4

NOTE: Before purchasing, check with your instructor to ensure you select the correct ISBN. Several versions of Pearson's MyLab & Mastering products exist for each title, and registrations are not transferable. To register for and use Pearson's MyLab & Mastering products, you may also need a Course ID, which your instructor will provide.

Used books, rentals, and purchases made outside of Pearson

If purchasing or renting from companies other than Pearson, the access codes for Pearson's MyLab & Mastering products may not be included, may be incorrect, or may be previously redeemed. Check with the seller before completing your purchase.

For college-level Computer Science courses in Python

This package includes MyProgrammingLab®

Basic Programming and Problem Solving in Python

As one of the most widely used programming languages in the software industry, Python is desirable to both learn and teach. Introduction to Programming Using Python is designed for students eager to learn about the world of programming. Applicable to a range of skill levels, this First Edition textbook provides students with the tools to harness the powerful syntax of Python and understand how to develop computer programs.

The compactly written text leverages highly focused chapters, diving deep into the most significant topics to give students an in-depth (rather than superficial) understanding of the language. Using real-world examples and data, the author illustrates practical usage of Python in a way to which students can relate. The text itself is readable, organized, and informative, discussing main points of each topic first and then addressing the peripheral details. Students learn good programming habits the first time—bringing them in line with the best modern programming practices.

Personalize Learning with MyProgrammingLab

MyProgrammingLab is 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.

0134089456 / 9780134089454 Introduction to Programming Using Python plus MyProgrammingLab with Pearson eText -- Access Card Package, An, 1/e

Package consists of:

  • 0134058437 / 9780134058436 MyProgrammingLab with Pearson eText -- Access Code Card -- for An Introduction to Programming Using Python
  • 0134058224 / 9780134058221 Introduction to Programming Using Python, An Introduction to Programming Using Python

Sample Content

Table of Contents

Guide to VideoNotes

Guide to Application Topics

Preface

Acknowledgments

Chapter 1  An Introduction to Computing and Problem Solving

1.1  An Introduction to Computing and Python

1.2  Program Development Cycle

1.3  Programming Tools

1.4  An Introduction to Python

Chapter 2  Core Objects, Variables, Input, and Output

2.1  Numbers

2.2  Strings

2.3  Input and Output

2.4  Lists, Tuples, and Files – an Introduction

Key Terms and Concepts

Programming Projects

Chapter 3  Structures that Control Flow

3.1  Relational and Logical Operators

3.2  Decision Structures

3.3  The while Loop

3.4  The for Loop

Key Terms and Concepts

Programming Projects

Chapter 4  Functions

4.1  Functions, Part 1

4.2  Functions, Part 2

4.3  Program Design

Key Terms and Concepts

Programming Projects

Chapter 5  Processing Data

5.1  Processing Data, Part 1

5.2  Processing Data, Part 2

5.3  Processing Data with Dictionaries

Key Terms and Concepts

Programming Projects

Chapter 6  Miscellaneous Topics

6.1  Exception Handling

6.2  Selecting Random Values

6.3  Turtle Graphics

6.4  Recursion

Key Terms and Concepts

Programming Projects

Chapter 7  Object-Oriented Programming

7.1  Classes and Objects

7.2  Inheritance

Key Terms and Concepts

Programming Projects

Chapter 8  Graphical User Interface

8.1  Widgets

8.2  The Grid Geometry Manger

8.3  Writing GUI Programs

Key Terms and Concepts

Programming Projects

Appendices

Appendix A  ASCII Values

Appendix B  Python Keywords

Appendix C  Installing Python and IDLE

Answers

Index

Updates

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