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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
It's Friday the 13th and Herobrine is on a mission to destroy Steve and All of Minecraft. But can Zombie and his friends help Steve overcome this epic battle? Or, will they get in even more trouble as they embark on another hilarious Minecraft adventure? Jump into this Zany Minecraft Adventure and Find Out!
There's A New Mob Kid in Town and He Looks Like Trouble! There's a new kid at Zombie's middle school and everyone thinks he is so cool. But the more Zombie hangs out with him, the more trouble he gets into. Not only that, but Zombie's friend's are noticing that Zombie is changing...a lot! Zombie is dressing different, acting different, even smelling different. Even Steve, Zombie's best friend is worried. Is this new Mob kid as cool as everyone thinks he is, or is he really a Minecraft Wolf in Sheep's clothing? Jump Into this Zany Minecraft Adventure and Find Out! Order Your Copy Today
12 Year Old Zombie is Going To the 8th Grade! Zombie finally made it through 7th grade...And he even made it through one really crazy summer! But will Zombie be able to survive through the first weeks of being an 8th grader in Mob Scare School? Jump into this Zany Minecraft Adventure and find out!
The Kagiso readers series is an illustrated graded reading scheme for the foundation phase, which presents a range of situations and contexts authentically and realistically. These readers will enable learners to develop literacy skills incrementally and with confidence to motivate them to read further. Reading is integrated with other aspects of language, thus developing listening, speaking, writing, thinking and reasoning skills, as well as language structure and usage. Available in the following languages: English, Afrikaans, Siswati, Sesotho, Xitsonga, Tshivenda, IsiZulu, IsiXhosa, Setswana, Sepedi, IsiNdebele.
The Kagiso readers series is an illustrated graded reading scheme for the foundation phase, which presents a range of situations and contexts authentically and realistically. These readers will enable learners to develop literacy skills incrementally and with confidence to motivate them to read further. Reading is integrated with other aspects of language, thus developing listening, speaking, writing, thinking and reasoning skills, as well as language structure and usage. Available in the following languages: English, Afrikaans, Siswati, Sesotho, Xitsonga, Tshivenda, IsiZulu, IsiXhosa, Setswana, Sepedi, IsiNdebele.
Help your students learn essential ICT skills, from Microsoft Office (R) basics to animations and websites. This series brings a fresh approach to ICT for students from 7 to 14 years old, mapped to the Cambridge ICT Starters syllabus for examination from 2019. In Next Steps, learners develop their understanding of email and programming. The resource also introduces them to working with multimedia. Students will create a book cover and use programming to design a shop sign. Each activity is clearly introduced, with step-by-step guidance to help learners master new skills. Key words and visual examples support students' understanding. Download source files for the activities from our website.
Get ready to code with this easy-to-use series full of projects and tips to get kids programming. Each book in the Ready, Steady Code! series has 4 step-by-step projects with an introduction section (Ready), project preparation section (Steady), and the coding for the project section (Code!). The programming language is introduced with clear simple explanations and illustrations, making concepts such as loops and variables easy to understand. Each book includes information on checking and de-bugging and encourages the reader to use what they have learned to create their own coding projects. Perfect for independent learning or code clubs, with simple explanations and clear instructions. Includes information on how to stay safe online.
The future is digital! But what developments might this bring? This book explores the world of digital technology today and how it could look tomorrow. The Internet can be a fun, creative, collaborative place to share, learn and experience the world and connect with all kinds of people. But being a good digital citizen comes with responsibilities and advisories. These books will help children aged 7+ navigate this sophisticated and ever-changing form of communication.
What is big data and what does it have to do with you? Have you watched videos online today? Did you post photographs on social media? Did you upload your English essay to Google docs? All of these questions are questions about data. Data is information. It can be stored in books, magazines, on graph paper, in computers, and with many other methods. Most of the data that exists today is stored in computers, and the amount of data humans produce is doubling every year and half. That's why it's called big data! In Big Data: Information in the Digital World with Science Activities for Kids, one of four titles in the Technology for Today set, kids ages 10 to 15 explore the definition of data and learn about the relationship between data, computers, and people. They learn about the history of data, the transition from paper to computers, and the role that search engines such as Google play in handling data. Data management, data analytics, and the history of computers are all topics covered in this book on big numbers for kids. Data is something computer scientists think about a lot. A computer's capacity to function and perform is directly related to how much data it can store. A computer that can't store much data won't be very popular. As more and more of our daily lives become connected to computers-schoolwork, watching movies on a laptop, paying for snacks with a debit card-computers are required to handle more and more data. New improvements in data storage mean that there are fewer limits on the amount of data businesses can store, but what does that mean for users? How does data management make our lives easier? Do we need all of this information or are we storing data we'll never use again simply because we can? Throughout Big Data, 25 STEAM investigations and experiments provide hands-on, problem-solving opportunities for students that incorporate various challenges and tools. Using readily available household items and recycled materials, each activity will take the reader through an inquiry-based, open-ended investigation that leaves plenty of room to explore individual creativity. With essential questions, fun facts, and links to online primary sources and videos, kids will mine the topic of big data and become better, more informed digital citizens of the world! In the Technology for Today set, readers ages 10 to 15 explore the digital and tech landscapes of today and tomorrow through hands-on STEAM activities and compelling stories of how things work, who makes them work, and why. Titles in this set include Industrial Design: Why Smartphones Aren't Round and Other Mysteries with Science Activities for Kids; Big Data: Information in the Digital World with Science Activities for Kids; Projectile Science: The Physics Behind Kicking a Field Goal and Launching a Rocket with Science Activities for Kids; and Artificial Intelligence: Thinking Machines and Smart Robots with Science Activities for Kids. Nomad Press books integrate content with participation. Common Core State Standards, the Next Generation Science Standards, and STEM Education all place project-based learning as key building blocks in education. Combining content with inquiry-based projects stimulates learning and makes it active and alive. Nomad's unique approach simultaneously grounds kids in factual knowledge while allowing them the space to be curious, creative, and critical thinkers.
Learn how to code in Python by building and playing your own computer games, from mind-bending brainteasers to crazy action games with explosive sound effects and 3D graphics. Whether you're a seasoned programmer or a beginner hoping to learn Python, you'll find Computer Coding Python Games for Kids fun to read and easy to follow. Each chapter shows how to construct a complete working game in simple numbered steps. Using freely available resources, such as PyGame Zero and Blender, you can add animations, music, scrolling backgrounds, 3D scenery, and other exciting professional touches. After building the game, find out how to adapt it to create your own personalised version with secret hacks and cheat codes! Along the way, you'll master the key concepts that programmers need to write code - not just in Python but in all programming languages. Find out what bugs, loops, flags, strings, tuples, toggles, and turtles are. Learn how to plan and design the ultimate game - and then play it to destruction as you test and debug it. Before you know it, you'll be a coding genius!
This is a guide to the teaching of computing and coding in primary schools, and an exploration of how children develop their computational thinking. It covers all areas of the National Curriculum for primary computing and offers insight into effective teaching. The text considers three strands of computer science, digital literacy and information technology. The teaching of coding is especially challenging for primary teachers, so it highlights learning on this, giving practical examples of how this can be taught. For all areas of the computing curriculum the text also provides guidance on planning age-appropriate activities with step-by-step guides and details of educationally appropriate software and hardware. This book helps you to connect what you need to teach with how it can be taught, and opens up opportunities in the new curriculum for creative and imaginative teaching. It also includes the full National Curriculum Programme of Study for Computing, key stages 1 and 2 as a useful reference for trainee teachers.
Whether you are currently teaching or training to teach the primary computing curriculum, you need to know what effective teaching of computing in primary schools actually looks like. Written for non specialists and trainees, this book uses exemplar primary computing lessons as a starting point for developing subject knowledge. It's a unique but tried and tested approach to developing your computing subject knowledge alongside your teaching practice. The current computing curriculum is explored in manageable chunks and there is no "scary" tech speak; everything is explained clearly and accessibly. You will find example lesson plans alongside every element of the curriculum that can be adapted to suit different year groups and different schools. This resourceful guide inspires an approach to teaching computing that is about creativity and encouraging problem solving using technology as a tool. NEW TO THIS EDITION: Updated throughout and includes information on new apps and other resources for teaching and a brand new chapter on teaching with tablets in the primary classroom. This book is part of the Lessons in Teaching series and includes additional online resources on its accompanying website.
Whether you are currently teaching or training to teach the primary computing curriculum, you need to know what effective teaching of computing in primary schools actually looks like. Written for non specialists and trainees, this book uses exemplar primary computing lessons as a starting point for developing subject knowledge. It's a unique but tried and tested approach to developing your computing subject knowledge alongside your teaching practice. The current computing curriculum is explored in manageable chunks and there is no "scary" tech speak; everything is explained clearly and accessibly. You will find example lesson plans alongside every element of the curriculum that can be adapted to suit different year groups and different schools. This resourceful guide inspires an approach to teaching computing that is about creativity and encouraging problem solving using technology as a tool. NEW TO THIS EDITION: Updated throughout and includes information on new apps and other resources for teaching and a brand new chapter on teaching with tablets in the primary classroom. This book is part of the Lessons in Teaching series and includes additional online resources on its accompanying website.
The book 'International English Olympiad' has been divided into five sections namely Word Structure and Knowledge, Reading Comprehension, Spoken and Written Expressions, Achievers section, and Model Papers. In every chapter, the theory has been explained through solved examples in lucid language. Multiple Choice Questions (MCQs) with Answer Key and Solutions are provided in the end of each chapter. Two Model Papers have been provided for practice purpose. A CD containing Study Chart for systematic preparation, Tips & Tricks to crack English Olympiad, Pattern of exam, and links of Previous Years Papers is accompanied with this book. #v&spublishers
Ian Livingstone is the Godfather of the British gaming industry. In Hacking the Curriculum, he and Shahneila Saeed explain the critical importance of coding and computing in modern schools - and offer teachers and school leaders real practical guidance on how to improve their current provision to a generation of youngsters for whom digital skills are critical.
Phithelelo ya Puiso-kwalo is a home language course developed especially for the Literacy learning programme in the Revised National Curriculum Statement (NCS). This pioneering course was developed by the Molteno Project and has achieved remarkable results in both South Africa and other sub-Saharan African counties. The programme not only helps children to read fluently and write easily and accurately in their home language, but also to acquire the essential Literacy skills that will enable them to become proficient in additional languages - specifically English, when it is to become the language of learning and teaching. Although Impumelelo Kwilitheresi is already well kwonwn for its success in literacy education, this new edition has been designed and written specifically around the critical outcomes, learning outcomes and assessment standard of the Revised National Curriculum Statement. Another new and exciting development is that the course has now been extended Grades 2 and 3.
Tibuku to hlaya ta Kagiso i tibuku to hlawuleka ta laha Afrika-Dzonga. (Ntlawa wa R-3) Tibuku leti ti kumeka hi tindzimi leti landzelaka: Xinghezi, Xibunu, Xiswazi, Xitsonga, Xivenda, Xizulu, Xisuthu, Xishoza, Xitswana, Xipedi na Xindhevele. Tubuku leti ti na swifaniso swo khavisiwa, ti pfuneta swinene ku tlakusa ntivo-ku-hlaya eka vadyondzi. Kagiso readers is a South African graded reading scheme for the Foundation Phase (Grades R-3). It is available in the following languages: English, Afrikaans, SiSwati, Xitsonga, Tshivenda, IsiZulu, Sesotho, IsiXhosa, Setswana, Sepedi and IsiNdebele.
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