Brian Hayes wants to convince us that mathematics is too important and too much fun to be left to the mathematicians. *Foolproof, and Other Mathematical Meditations* is his entertaining and accessible exploration of mathematical terrain both far-flung and nearby, bringing readers tidings of mathematical topics from Markov chains to Sudoku. Hayes, a non-mathematician, argues that mathematics is not only an essential tool for understanding the world but also a world unto itself, filled with objects and patterns that transcend earthly reality. In a series of essays, Hayes sets off to explore this exotic terrain, and takes the reader with him.

Math has a bad reputation: dull, difficult, detached from daily life. As a talking Barbie doll opined, "Math class is tough." But Hayes makes math seem fun. Whether he's tracing the genealogy of a well-worn anecdote about a famous mathematical prodigy, or speculating about what would happen to a lost ball in the nth dimension, or explaining that there are such things as quasirandom numbers, Hayes wants readers to share his enthusiasm. That's why he imagines a cinematic treatment of the discovery of the Riemann zeta function ("The year: 1972. The scene: Afternoon tea in Fuld Hall at the Institute for Advanced Study in Princeton, New Jersey"), explains that there is math in Sudoku after all, and describes better-than-average averages. Even when some of these essays involve a hike up the learning curve, the view from the top is worth it.

Coding, once considered an arcane craft practiced by solitary techies, is now recognized by educators and theorists as a crucial skill, even a new literacy, for all children. Programming is often promoted in K-12 schools as a way to encourage "computational thinking" -- which has now become the umbrella term for understanding what computer science has to contribute to reasoning and communicating in an ever-increasingly digital world.In *Connected Code,* Yasmin Kafai and Quinn Burke argue that although computational thinking represents an excellent starting point, the broader conception of "computational participation" better captures the twenty-first-century reality. Computational participation moves beyond the individual to focus on wider social networks and a DIY culture of digital "making." Kafai and Burke describe contemporary examples of computational participation: students who code not for the sake of coding but to create games, stories, and animations to share; the emergence of youth programming communities; the practices and ethical challenges of remixing (rather than starting from scratch); and the move beyond stationary screens to programmable toys, tools, and textiles.

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