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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
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.
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.
Get ready for a new Pokémon adventure in this action-packed chapter book! Join Ash, Pikachu and friends as they discover some new and exciting Pokémon. Embark on an epic adventure with Ash and Goh as they meet a mischievous Grookey and find out how a vision of a mysterious Galarian Ponyta leads Chloe on an exciting quest. This epic Chapter Book is based on two exciting adventures from Pokémon Master Journeys, the top-rated animated series. With black-and-white illustrations throughout, this book is ideal for all readers and Pokémon fans. Also available in this range: Pokémon: A New Beginning
DESIGN, BUILD AND SHARE YOUR OWN APPS - NO EXPERIENCE NECESSARY! Design, build and share your own apps with the official guide from MIT App Inventor. Follow simple step-by-step instructions for six different projects using MIT's free App Inventor website, and you can make a maze game, a translation game and even a personalized chat app! Use what you've learned to come up with your own ideas, then download your new apps to a phone or table, and share them with friends! Along the way, you'll hear stories of young app inventors from all over the world, who are using MIT App Inventor to create amazing apps that solve real-life problems. Learn, invent and change the world!
This book broadly educates preservice teachers and scholars about current research on computational thinking (CT). More specifically, attention is given to computational algorithmic thinking (CAT), particularly among underrepresented K-12 student groups in STEM education. Computational algorithmic thinking (CAT)-a precursor to CT-is explored in this text as the ability to design, implement, and evaluate the application of algorithms to solve a variety of problems. Drawing on observations from research studies that focused on innovative STEM programs, including underrepresented students in rural, suburban, and urban contexts, the authors reflect on project-based learning experiences, pedagogy, and evaluation that are conducive to developing advanced computational thinking, specifically among diverse student populations. This practical text includes vignettes and visual examples to illustrate how coding, computer modeling, robotics, and drones may be used to promote CT and CAT among students in diverse classrooms.
Welcome to Dungeon Academy, where monsters and creatures train for the dark world that awaits just beyond the Dungeon walls. Something BIG has come knocking on the gates of Dungeon Academy! The undefeated Waterdeep Dragons have arrived for the Tourney of Terror games, which happens every fifty years and features every monster's favourite sport: Goreball! The Dungeon Academy Flumphs are outnumbered, outsized, and outmonstered! But our hero, Zelli Stormclash (a forbidden human, secretly disguised as a minotaur), is no stranger to impossible odds. Just a few weeks ago, Zelli and her crew, the Danger Club, came face-to-face with a maniacal necromancer and his army of undead! If this wasn't enough to raise scales Zelli's reoccurring nightmare of a dark entity annihilating her world may be more than just a bad dream. Something sinister is lurking in the halls of the academy, and only Zelli seems to notice. But when Zelli uncovers a dark past hidden beneath Dungeon Academy, she unlocks something that will concern everyone at school, every dragon at Waterdeep, and everything within the Forgotten Realms. Get ready for humor, heart, magic, and adventure as middle graders and beyond learn to embrace who they are, accept others' differences, and discover the hidden secrets that dwell deep within themselves, and within Dungeon Academy!
This series looks at environmental issues that affect our world today. It is an ideal support for classroom teaching as well as being brilliant reference books for the home. It is designed with educational consultants to support the National Curriculum and the National Literacy Strategy.
In Project Code: Create Computer Games, young coders can use and refine their Scratch skills to create their own cool, professional computer games. Project Code is a great series for young coders already familiar with Scratch, who are ready to take the next step. With a series of fun projects to master, each book allows readers to explore, create and learn coding fundamentals as they go along. This series supports the National Curriculum for Computing at KS2 and is ideal for readers aged 6 and up.
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.
A beginner's guide to coding using Python, one of the most popular computer languages. Step-by-step instructions show how to get started and write a simple program. New commands are introduced with examples and colourful pictures so by the end of the book, readers can code games, drawings and more. Includes extra help and downloads online.
Teaching with ICT prepares pre-service teachers across the three phases of learning to understand the role technology can play in teaching and learning. This book encourages students of teacher education to apply their understanding of pedagogy to using ICT in the classroom. The focus is on teaching with ICT rather than on teaching ICT. The book aims to empower students with problem-solving skills related to the availability and logistics of technology, and gives them the confidence to introduce a range of digital resources into their teaching. With practical examples of ICT use in the classroom, this book is a valuable resource for both pre-service teachers and teachers. It is aimed at students taking BEd modules on 'using ICT in teaching and learning' and in-service teachers. The course, usually taught at second year, is variously called Computers in Education; Teaching Methods, Instructional Technology and Instructional Materials; Computer Skills for Educators; ICT and the Roles of the Educator; Educational Media and Classroom Competence; Information Communication Technologies for Learning (ICT); Computer Integration in the Classroom; Education I: Media in Teaching and Learning; ICT Integration into the Classroom.
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.
Do you have a fantastic business idea but don't know where to start? Or perhaps you love your computer and want to make some money from something you enjoy doing. This book is a fantastic guide containing all the tips and tricks you need to your computer into a profitable enterprise and become a young entrepreneur (a Kidpreneur!). Sample areas covered include: blogs, vlogs, youtube, monetising your content, video gaming and online surveys. There is a strong emphasis on how to keep safe and what dangers to be aware of, for example in dealing with people in your money-making enterprise. It is part of the How to Make Money series - books that turn young people into young entrepreneurs, whether they're into cooking, computers, upcycling or simply using their spare time profitably!
Creative Coding in Python teaches kids the fundamentals of computer programming and demonstrates how to code 30+ fun, creative projects using Python, a free, intuitive, open-source programming language that's one of the top five most popular worldwide. Computer science educator Sheena Vaidyanathan helps kids understand the fundamental ideas of computer programming and the process of computational thinking using illustrations, flowcharts, and pseudocode, then shows how to apply those essentials to code exciting projects in Python: Arcade games and apps: Understand GUI (graphical user interfaces) and create your own arcade games and apps. Geometric art: Use turtle graphics to create original masterpieces. Interactive fiction: Explore booleans and conditionals to invent "create your own adventure" games. Chatbots: Discover variables, strings, integers, and more to design conversational programs. Dice games: Reuse code to devise games of chance. What's next? Look at exciting ways to use your powerful new skills and expand your knowledge of coding in Python. Creative Coding in Python gives kids the tools they need to create their own computer programs.
Integrating Computer Science Across the Core is a guide to systematizing computer science and computational thinking practices in your school. While most books explain how to teach computer science as a stand-alone discipline, this innovative approach will help you leverage your existing curriculum to deepen and expand students' learning experiences in all content areas. Effective, equitable, and sustainable, this blueprint provides principals, curriculum directors, directors of technology, and other members of your school or district leadership team with suggested organizational structures, tips for professional learning, and key resources like planning instruments.
On sale in time to celebrate the new Sonic live-action movie, this book is packed with puzzles, games, four sheets of stickers, and fun facts about the world's fastest hedgehog. Featuring sixteen full-color pages illustrated in the classic Sonic style, this sticker activity book provides tons of fun activities all about Sonic and his friends, plus four pages of stickers!
Integrating Computer Science Across the Core is a guide to systematizing computer science and computational thinking practices in your school. While most books explain how to teach computer science as a stand-alone discipline, this innovative approach will help you leverage your existing curriculum to deepen and expand students' learning experiences in all content areas. Effective, equitable, and sustainable, this blueprint provides principals, curriculum directors, directors of technology, and other members of your school or district leadership team with suggested organizational structures, tips for professional learning, and key resources like planning instruments.
Cambridge IGCSE Computer Science Revision Guide follows the Cambridge IGCSE (0478) and Cambridge O Level (2210) Computer Science syllabuses, matching the syllabus for examination from 2015. The book instils confidence and thorough understanding of the topics learned by the students as they revise for examinations, and is written in a clear and straightforward tone to assist learning concepts and theories. This revision guide is endorsed by Cambridge International Examinations. |
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