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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
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
The Scratch: The ideal place to begin programming! Key Stage 2
Programming Curriculum Guide Most primary teachers and pupils have
little - if any - experience programming. This book,
classroom-tested and perfected by the author through his website
code-it.co.uk, aids teachers in providing Key Stage 2 pupils with
an exciting and challenging computer science curriculum. Code It
can be used to supplement existing programming modules or as a
complete KS2 computer science program of study. It contains a
series of programming projects that gradually introduce pupils to
algorithm design and evaluation, generalisation and decomposition.
Pupils will learn how to use sequence, repetition, selection and
variables through becoming creators of a wide variety of
programming projects. Maths, literacy, humanities, gaming, music
and control skills are all put to the test. There are four pupil
workbooks to provide structure, resources and home learning links.
These are designed to work in conjunction with the teacher book. A
growing bank of online videos are also available, designed to help
teachers improve their own skills and take full advantage of the
cross-curricular benefits of developing depth in programming. The
Scratch programming language, already widely recognised in schools,
is freely accessible online or as a download at home. Scratch is
the ideal place to begin programming as there is no other system
that allows pupils to create such a wide variety of projects across
primary and secondary education. It also enables pupils to extend
their understanding independently through the Scratch online
community - the new computing curriculum is truly transformational!
The only textbook that fully supports the OxfordAQA International
GCSE Computer Science specification (9210), for first teaching from
September 2017. The practical, step-by-step approach enables
students to develop and apply problem solving and computational
thinking skills in context. This ensures they are exam ready and
prepares them for further study or life in the working world.
Thoroughly prepare students for the theoretical and practical
papers with extensive coding and programming support plus
opportunities for practice. Clear explanations ensure students have
a thorough understanding of trickier topics such as such as number
representation, relational databases and SQL. The online textbook
can be accessed on a wide range of devices and the licence is valid
until 31st December 2027, for use by one student or teacher. Your
first login will be sent to you in the mail on a printed access
card.
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.
The Universal Service Desk (USD) - Implementing, controlling and
improving service delivery defines what a USD is, why it is
valuable to an organisation and how to build and implement one. It
also discusses the evolution of the USD as part of integrated
workplace management. Understand the essentials of any USD - buy
this book today!
The Clueless Project Manager is a humor book on project management
written for project managers, managers and anyone interested in
getting a chuckle out of the work environment. It emphasizes the
many trials and dilemma of a project manager as he tries to deal
with problems on all fronts: his boss, the customer, the people who
work under him, the suppliers and the entire world that surrounds
him. The hero of the book "B.S." is a goofball with no
understanding of the formal techniques of project management but
outshines his "guru" by presenting him with thoughts that can only
come from true understanding of human interactions. The book is
written with the intent of sharing some of the best practices of
project management as defined and perceived by different
individuals. The book is also a reminder that most projects fail
not due to a lack of understanding of the technical subject matter
as they due to the lack of dealing with people. Lack of humor in
the workplace can be the biggest hindrance to a successful and
"high blood pressure free" environment.
This title has been endorsed by Cambridge Assessment International
Education. 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 Be a game developer Unit 2 Be a data
analyst Unit 3 Computers and their functions Term 2 Unit 4 Be an
animator Unit 5 Devices and networks Unit 6 Be a designer Unit 7 Be
a data scientist Term 3 Unit 8 Be an artist Unit 9 Connected and
sharing Unit 10 Be a storyteller Unit 11 Computers and robots
Glossary
This title has been endorsed by Cambridge Assessment International
Education. 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 Making programs clear Unit 2: Hardware and
software work together Unit 3: Be a data expert Unit 4: Be a
designer Term 2 Unit 5: Networks are everywhere Unit 6: Be a
storyteller Unit 7: Computers and robots Unit 8: Be a musician Term
3 Unit 9: Sending secret messages Unit 10: Be a game developer Unit
11: Be a data designer Unit 12: Be an artist Glossary
Mario is die skool se rekenaarspeletjiekampioen. Maar wanneer hy deur 'n eienaardige nuwe speletjie weggevoer word na die kuberruim, moet hy veg vir sy lewe. 'n Geheimsinnige wese genaamd Gigabyte verduidelik dat hy na die sewe wonders van die antieke węreld moet reis om ses goue muntstukke te vind, voordat hy kan terugkeer huis toe. Lewensgevaarlike uitdagings wag op hom . . . 'n Kiesjoueieavontuurstorie propvol avontuur en naelbytaksie!
This title is endorsed by Cambridge Assessment International
Education to support the full syllabus for examination from 2023.
Written by renowned expert authors, our updated resources enable
the learner to effectively navigate through the content of the
updated Cambridge IGCSE (TM) Information and Communication
Technology syllabuses (0417/0983). - Develop skills when working
with documents, databases and presentations: detailed step-by-step
guidance demonstrates precisely how to perform a full range of
software skills. - Build an understanding of theory: concepts are
carefully explained and consolidated with a range of different
activities. - Tackle spreadsheets and website authoring with
confidence: challenging ideas are fully exemplified, with plenty of
opportunity to practice using embedded Tasks. - Navigate the
syllabus confidently: learning content is clearly mapped to the
syllabus, with introductions to each topic outlining the learning
objectives. - Consolidate skills and check understanding:
activities and exam-style questions are embedded throughout the
book, alongside key definitions of technical terms and a Glossary.
Looking for a new things to do in Minecraft Creative Mode? This is
just what you need! This book is packed with fun ideas for making
new designs and constructions in Creative Mode. There are sections
for everything from gigantic underground lairs to sky-scraping
towers, and imposing statues, the coolest home interiors, to watery
builds like underwater temples and pirate ships. Lots of fan builds
show you just what's possible, and every section is full of cool
ideas and useful building techniques you've never thought of
before. There's even a dedicated section for making redstone
gadgets for all the budding engineers out there. Plus, it's 100%
updated with the latest blocks and design skills to make sure
you're making the coolest builds ever. It's got everything you need
to turn you into a Minecraft master builder!
Consolidate coding skills and knowledge with engaging practice
books for ages 7-11 containing easy-to-follow activities and
projects, supported by accompanying teacher's notes. - Save time
with 12 step-by-step activities per book across a range of
applications, covering key requirements of the computing
curriculum. - Embed and practice coding skills with creative
activities and manageable pupil led projects suitable for use as
standalone practice books, or to consolidate knowledge from
Switched on Computing. - Stretch and challenge more able pupils
with open ended activities - Teach lessons of the highest quality
whatever your expertise with comprehensive teacher's notes. Book 4
for ages 10-11 covers MakeCode, App Inventor and Python.
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