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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
Future coders will love the mix of non-fiction and activities in
this educational book full of BIG ideas. Fun games and puzzles
teach boys and girls about code, programming, loops, conditionals,
spotting patterns and solving problems. Start a lifelong passion
for STEM subjects.
This series is endorsed by Cambridge International to support the
full syllabus for examination from 2023. Develop understanding of
computer systems, the internet and emerging technologies with
further practise questions and activities. This Workbook provides
additional support for the computer systems question papers for
Cambridge IGCSE (TM) and O Level Computer Science. -Become
accomplished computer scientists: the workbook provides a series of
questions designed to test and develop knowledge of how computer
systems and associated technologies work. Answers to the Systems
Workbook are available in our Teacher's Guide with Boost
Subscription 9781398318502
The Edexcel International GCSE (9-1) ICT Student Book provides
comprehensive coverage of the new specification and is designed to
supply students with the best preparation possible for the
examination. These new resource also have international relevance
and support at their core. Learning is embedded with differentiated
exercises and exam practice throughout. Provides free access to an
ActiveBook, a digital version of the Student Book, which can be
accessed online, anytime, anywhere supporting learning beyond the
classroom. Transferable skills, needed for progression into higher
education and employment, are signposted allowing students to
understand, and engage with, the skills they're gaining. Reviewed
by a language specialist to ensure the book is written in a clear
and accessible style for students whose first language may not be
English. Glossary of key terminology. Teacher support materials
available online. Available: August-September 2017
Challenge your kid to crack these video-game themed math codes and
show them how much fun learning can be! Kids can choose from over
50 colorfully illustrated puzzles featuring their favorite gaming
characters and scenarios. Their mission: to unlock the secret code,
spell out the secret message, or solve the equation before the game
ends (or the creeper explodes!). With diamond swords, suits of
armor, zombies, and magical potions to keep every page fun and
exciting, kids won't even realize that they're practicing and
developing core math and problem-solving skills. Builds
foundational math skills in addition, subtraction, multiplication,
and division. Helps them practice fact families, balancing
equations, and more. Encourages young gamers to use what they know
to tackle exciting math challenges Supports classroom learning at
home, in the car, and anywhere else you take it with you! Perfect
for reluctant learners and kids who can't get enough of math or
secret codes, Math Codes for Minecrafters makes every kid feel like
they're winning at math.
Stretch yourself to achieve the highest grades, with structured
syllabus coverage, varied exam-style questions and annotated sample
answers, to help you to build the essential skill set for exam
success. - Benefit from expert advice and tips on skills and
knowledge from experienced subject authors - Target revision and
focus on important concepts and skills with key objectives at the
beginning of every chapter - Keep track of your own progress with a
handy revision planner - Consolidate and apply your understanding
of key content with exam-style questions - Apply your understanding
of theoretical content and practical skills with sample practice
papers, written by the authors, at the end of the book and online.
This book is about two boy who are pen pals. Tommy, from England,
visits his pen pal, hango, in Namibia. Together they go on an
exciting adventure through the Oshana
We are working with Cambridge International to gain endorsement for
this forthcoming series. Help learners develop essential computing
skills with an approach that uses real-life examples, reinforces
key vocabulary and provides opportunities to learn, practise and
apply throughout. - Encourage learners to become confident in
working with information and ideas of their own and those of others
with discussion tasks, as well as with What can you do? panels at
the end of each unit for self-assessment. - Provide a clear pathway
through the learning objectives with Practise tasks in each unit,
as well as Go further and Challenge yourself! panels with questions
designed to support differentiation. - Recap and activate learners'
prior knowledge with Do you remember? activities and introduce new
computing skills with Learn and Practise tasks. Contents How to use
this book Term 1 Unit 1 Flowcharts in programming (Scratch MIT: Be
a designer) Unit 2 Be a data manager Unit 3 Selecting hardware and
software Unit 4 Variables in programming (Scratch MIT: Be a
storyteller) Term 2 Unit 5 Digital content Unit 6 Sub-routines in
Programming (Scratch MIT: Be an animator) Unit 7 Be a data
architect Unit 8 Micro:Bit Makecode: Be an innovator Term 3 Unit 9
Keeping data safe Unit 10 Scratch MIT: Be a game developer Unit 11
Storage and robots Unit 12 iRobot: Be a problem solver Glossary
We are working with Cambridge International to gain endorsement for
this forthcoming series. Deliver an exciting computing course for
ages 11-14, building on students' existing computing skills and
experience whilst demonstrating new concepts, with practice
opportunities to ensure progression. - Recap and activate students'
prior knowledge with 'Do you remember?' panels and introduce more
advanced skills with 'Challenge yourself!' tasks. - Allow students
to demonstrate their knowledge creatively with engaging end of unit
projects that apply skills and concepts in a range of different
contexts. - Develop computational thinking with an emphasis on
broadening understanding throughout the activities. - Provide clear
guidance on e-safety with a strong focus throughout. Contents
Introduction 1 Presenting choices: combining constructs 2 Design
your own network: shape and size 3 Coding and testing: game
development for the Micro:bit 4 Drilling down: How the processor
processes 5 Big data modelling and analysis: databases and
spreadsheets 6 An array of skills: expert storytelling Glossary
Index
Check out the brand new series of official Minecraft Guides. The
first four titles in the series, Guide to Exploration, Guide to
Creative, Guide to Redstone and Guide to the Nether and the End,
publish in 2017. This official Minecraft book from Mojang opens up
new worlds of construction. Minecraft Exploded Builds is a
medieval-themed building book, packed with guides, schematics and
inspirational ideas to construct, defend and customise your very
own castle. Designed in an aged, medieval style, the book features
dozens of builds, each illustrated with a detailed `exploded' view,
so readers can see exactly which blocks are used in the structures,
both inside and out. With hundreds of variations and additional
features, readers can personalise every aspect of their medieval
fortress. With builds ranging from sturdy walls and turrets, to
grandiose throne rooms and dank, dark dungeons, readers can develop
their own unique medieval kingdom with ease. Collect all of the
official Minecraft series to become the best Minecrafter you can
be: The Official Minecraft Annual 2017 Minecraft The Survivors'
Book of Secrets Minecraft Blockopedia Minecraft: Exploded Builds:
Medieval Fortress Minecraft Beginner's Handbook Minecraft
Construction Handbook Minecraft Combat Handbook Minecraft Redstone
Handbook
A virtual assistant by any name - Alexa, Siri, whoever - can be a
sweet addition to your home. You might use one for simple jobs like
playing music or streaming podcasts. Or you might use one to
communicate with friends and to remind you about homework while
helping you make your breakfast. Find out how digital assistants
work and what the future might hold for this part of a high-tech
home.
ICT InteraCT is a new course delivering everything teachers and
students need for success at Key Stage 3. The series combines
digital resources with Student's Activity Books and photocopiable
Teacher's Packs. ICT InteraCT is designed to help specialists and
non-specialists alike deliver effective ICT to students at Key
Stage 3. Placing an emphasis on relevant, scenario-based activities
that promote problem solving through clearly levelled tasks, the
resources provide: - A stimulating, scenario-based approach -
Levelled assessments that are differentiated by task - Teacher's
guidance on how to assess the levels and map the contents of the
course to the revised Programme of Study, STUs, QCA Scheme of Work
and other initiatives, such as Every Child Matters - Formative and
summative assessment opportunities - including interactive tests -
Tasks that cover skills, knowledge and understanding to promote ICT
capability - Truly integrated print and electronic content The
Pupil's book contains access to digital resources which are perfect
for home and independent learning. The book also features
activities that are designed for use with students when the IT
suite is not available, reinforcing knowledge and understanding.
Learn to program fast in 155 challenges, 53 examples and 85
pages.There's no substitute for practice when it comes to learning
a new skill! Python syntax is simple to learn, but becoming an
expert in writing programs to solve different kinds of problems
takes a bit longer. That's why this book has a short explanation of
each new statement or technique, followed by one or more examples
and then loads of practice challenges.Some of the challenges will
take you only a minute or two, using the Python Interactive window
to try out new statements and get immediate results. As you get
further into the book, you will be challenged to write programs to
perform different kinds of tasks - for example to find the results
of a calculation, write a program for a simplified cash machine,
sort a list of items into alphabetical order, or to record data in
a text file to be read, formatted, and printed.The programming
solutions to some challenges have been helpfully simplified for an
inexperienced programmer to modify rather than to write from
scratch. This builds your confidence in problem-solving. That's why
35 challenges consist of partially written programs for you to
complete.
Gotta scratch 'em all!Can you find your favourite Pokemon? They're
all hiding in this awesome Scratch and Sketch book! Use the wooden
stylus to scratch and reveal classic characters like Pikachu,
Bulbasaur, Charmander, Squirtle, Rowlet, Litten, Popplio and many
more. Then create your own cool rainbow-coloured designs! This book
provides hours of fun! The perfect gift for any Pokemon fanIncludes
tons of fun activities and drawing prompts
Absolute clarity is the aim with a new generation of revision guide
for the 2020s. This guide has been expertly compiled and edited by
successful former teachers of Computer Science, highly experienced
examiners and a good dollop of scientific research into what makes
revision most effective. Past examinations questions are essential
to good preparation, improving understanding and confidence. This
guide has combined revision with tips and more practice questions
than you could shake a stick at. All the essential ingredients for
getting a grade you can be really proud of. Each specification
topic has been referenced and distilled into the key points to make
in an examination for top marks. Questions on all topics assessing
knowledge, application and analysis are all specifically and
carefully devised throughout this book.
This book provides a step-by-step guide to teaching computing at
secondary level. It offers an entire framework for planning and
delivering the curriculum and shows you how to create a supportive
environment for students in which all can enjoy computing. The
focus throughout is on giving students the opportunity to think,
program, build and create with confidence and imagination,
transforming them from users to creators of technology. In each
chapter, detailed research and teaching theory is combined with
resources to aid the practitioner, including case studies, planning
templates and schemes of work that can be easily adapted. The book
is split into three key parts: planning, delivery, and leadership
and management, and covers topics such as: curriculum and
assessment design lesson planning cognitive science behind learning
computing pedagogy and instructional principles mastery learning in
computing how to develop students' computational thinking
supporting students with special educational needs and disabilities
encouraging more girls to study computing actions, habits and
routines of effective computing teachers behaviour management and
developing a strong classroom culture how to support and lead
members of your team. Teaching Computing in Secondary Schools is
essential reading for trainee and practising teachers, and will
prove to be an invaluable resource in helping teaching
professionals ensure that students acquire a wide range of
computing skills which will support them in whatever career they
choose.
This title is endorsed by Cambridge Assessment International
Education for learner support. Develop understanding of
underpinning theory with further practice questions and activities
This Workbook provides additional support with practical exam-style
questions for Cambridge IGCSE (TM) Information and Communication
Technology syllabus. - Develop a deep understanding of underpinning
concepts: includes a series of questions designed to test and
develop knowledge of ICT systems and their impact. - Develop
understanding and build confidence: questions and activities will
aid preparation for all aspects of examination. Answers are
available in Cambridge IGCSE Information and Communication
Technology Teacher's Guide with Boost Subscription.
ICT InteraCT is a new course delivering everything teachers and
students need for success at Key Stage 3. The series combines
digital resources with Student's Activity Books and photocopiable
Teacher's Packs. ICT InteraCT is designed to help specialists and
non-specialists alike deliver effective ICT to students at Key
Stage 3. Placing an emphasis on relevant, scenario-based activities
that promote problem solving through clearly levelled tasks, the
resources provide: - A stimulating, scenario-based approach -
Levelled assessments that are differentiated by task - Teacher's
guidance on how to assess the levels and map the contents of the
course to the revised Programme of Study, STUs, QCA Scheme of Work
and other initiatives, such as Every Child Matters - Formative and
summative assessment opportunities - including interactive tests -
Tasks that cover skills, knowledge and understanding to promote ICT
capability - Truly integrated print and electronic content The
Pupil's book contains access to digital resources which are perfect
for home and independent learning. The book also features
activities that are designed for use with students when the IT
suite is not available, reinforcing knowledge and understanding.
This book is an introduction to the issues and practicalities of using multimedia in classrooms - both primary and secondary, and across a range of subject areas. The book draws on material from a range of case studies and focuses on areas of concern for teachers and researchers. Using IT effectively continues to be a problem for many teachers, and there is still a long way to go toward organising this properly. The book takes a thorough look at IT in the school, discussing and examining issues such as: * IT and the National Curriculum * foreign language teaching * differing curricular needs * opportunities and constraints of groupwork * talking books and primary reading * ways in which multimedia supports readers. The book also looks at some of the more philosophical issues such as the implications of home-computers and the limits of independent learning, and the notion of "edutainment" - the relationship of motivation and enjoyment to learning. Finally, the book makes comparisons across the curriculum and between primary and secondary sectors and raises questions about the future of IT in schools, arguing that teachers should make a significant contribution to decisions about future development. eBook available with sample pages: 0203441303
This title is has been endorsed by Cambridge Assessment
International Education Deliver an exciting computing course for
ages 11-14, building on students' existing computing skills and
experience whilst demonstrating new concepts, with practice
opportunities to ensure progression. - Recap and activate students'
prior knowledge with 'Do you remember?' panels and introduce more
advanced skills with 'Challenge yourself!' tasks. - Allow students
to demonstrate their knowledge creatively with engaging end of unit
projects that apply skills and concepts in a range of different
contexts. - Develop computational thinking with an emphasis on
broadening understanding throughout the activities. - Provide clear
guidance on e-safety with a strong focus throughout. Contents
Introduction 1 Block it out: Moving from blocks to text 2
Decomposing problems: Creating a smart solution 3 Connections are
made: Accessing the Internet 4 The power of data: Using data
modelling 5 Living with AI: Digital data 6 Software development:
Planning and prototyping Glossary Index
This title is endorsed by Cambridge Assessment International
Education to support the full syllabus for examination from 2023.
Benefit from the knowledge of our renowned expert authors to
navigate through the content of the updated Cambridge IGCSE (TM)
and O Level Computer Science syllabuses (0478/0984/2210). - Develop
computational thinking and problem-solving skills:
clearly-explained concepts are followed by opportunities to
implement in the programming language of choice. - Build an
understanding of computer systems and associated technologies:
carefully prepared worked examples explain new ideas alongside
activities to test and consolidate. - Navigate the syllabus
confidently: supplementary subject content is flagged clearly, with
introductions to each topic outlining the learning objectives. -
Satisfy curiosity: students are encouraged to deepen their
knowledge and understanding of the subject with Extension
Activities and Find Out More. - Consolidate skills and check
understanding: self-assessment questions, activities and exam-style
questions are embedded throughout the book, alongside key
definitions of technical terms and a glossary. Answers to the
Student Book are available in Cambridge IGCSE and O Level Computer
Science Teacher's Guide with Boost Subscription 9781398318502
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