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1.4 Computer science. 1.5 Cryptography. ... This is a list of educational software that is computer software whose primary purpose is teaching or self-learning.
ASUS Republic of Gamers (ASUS ROG) is a brand used by ASUS since 2006, encompassing a range of computer hardware, personal computers, peripherals, and accessories. AMD graphics cards were marketed under the Arez brand due to the Nvidia 's GeForce Partner Program .
The Classrooms for the Future initiative, believed to be the largest program of technology integration ever undertaken by a state, allocates $200 million in funding over a three-year period for laptop computers, software, printers, interactive electronic whiteboards, professional development, technology infrastructure, support and high-speed ...
Software for children may be either educational in content, allow players to interact with their favorite cartoon characters, or contain both of these elements in a single game. These programs may be found on either a console system (like the Super Nintendo Entertainment System ) or a personal computer (like an IBM PC compatible with either MS ...
One Laptop per Child (OLPC) was a non-profit initiative that operated from 2005 to 2014 with the goal of transforming education for children around the world by creating and distributing educational devices for the developing world, and by creating software and content for those devices.
A computer system is a nominally complete computer that includes the hardware, operating system (main software), and the means to use peripheral equipment needed and used for full or mostly full operation.
Kid Pix 1.0 received several industry awards, including the 1991 MacUser Eddi for best Children's Program, the 1991 Software Publishers Association Awards for Best User Interface in a New Program and Best Early Learning Program, and the MacWorld World-Class award for Best Education Program. [2]
Quanta Computer pioneered the contract manufacturing of laptops in 1988. By 1990, Taiwanese companies manufactured 11% of the world's laptops. That percentage grew to 32% in 1996, 50% in 2000, 80% in 2007 and 94% in 2011.