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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
The series was written to be aligned with CAPS. A possible work schedule has been included. Each topic start with an overview of what is taught, and the resources you need. There is advice on pave-setting to assist you in completing the work for the year on time. Advice on how to introduce concepts and scaffold learning is given for every topic. All the answers have been given to save you time doing the exercises yourself. Also included are a full-colour poster and CD filled with resources to assist you in your teaching and assessment.
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 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.
This title is endorsed by Cambridge Assessment International Education for learner support. Consolidate understanding of a full range of software functions with further practice questions and activities This Workbook provides additional support with practical exam-style questions for the Cambridge IGCSE (TM) Information and Communication Technology syllabus. - Refine software skills: includes a series of questions designed to test and develop concepts that underpin practical skills. - Develop understanding and build confidence: questions will aid preparation for all aspects of examinations. Answers are available in the Cambridge IGCSE Information and Communication Technology Teacher's Guide with Boost Subscription.
Exam board: SQA Level: Higher Subject: Computing Science First teaching: September 2018 First exam: Summer 2019 Practice makes permanent. Feel confident and prepared for the SQA Higher Computing Science exam with this two-in-one book, containing practice questions for every topic, plus two full practice papers - all written by an experienced marker. - Choose which topics you want to revise: A simple grid enables you to pick particular areas of the course that you want to answer questions on, with solutions provided at the back of the book - Remember more in your exam: Repeated and extended practice will give you a secure knowledge of the key areas of the course (software design and development; computer systems; database design and development; web design and development) Familiarise yourself with the exam paper: Both practice papers mirror the language and layout of the real SQA papers; complete them in timed, exam-style conditions to increase your confidence before the exams - Find out how to achieve a better grade: Answers to the practice papers have commentaries for each question, with tips on writing successful answers and avoiding common mistakes Fully up to date with SQA's requirements The questions, mark schemes and guidance in this practice book match the requirements of the revised SQA Higher Computing Science specification for examination from 2019 onwards.
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.
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.
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
Create 25 amazing projects with 3D printing! With 3D Printing and Maker Lab for Kids, you can explore the creative potential behind this game-changing technology. Design your projects using free browser-based versions of CAD software Tinkercad and SketchUp. Follow the simple steps to create a variety of different projects. Learn about the fascinating science behind your creations. Get guidance on organizing team activities and contests. The popular Lab for Kids series features a growing list of books that share hands-on activities and projects on a wide host of topics, including art, astronomy, clay, geology, math, and even how to create your own circus-all authored by established experts in their fields. Each lab contains a complete materials list, clear step-by-step photographs of the process, as well as finished samples. The labs can be used as singular projects or as part of a yearlong curriculum of experiential learning. The activities are open-ended, designed to be explored over and over, often with different results. Geared toward being taught or guided by adults, they are enriching for a range of ages and skill levels. Gain firsthand knowledge on your favorite topic with Lab for Kids. Be a part of the future with 3D Printing and Maker Lab for Kids!
Exam board: WJEC Level: GCSE Subject: Computer Science First teaching: September 2017 First exams: Summer 2019 Strengthen your students' understanding and upgrade their confidence with My Revision Notes: WJEC Eduqas GCSE (9-1) Computer Science. Written by leading Computer Science experts this is the only revision guide aimed specifically at helping students prepare for the WJEC or Eduqas exam - a new title in the top-selling revision guide series, loved by students and recommended by teachers. * Let students take control of their revision - plan and focus on the areas where they need to improve their knowledge and understanding with advice and summaries from the experts. * Help them achieve their potential - exam tips on computer science terms and concepts highlighted throughout the book * Improve their exam skills - a range of exam practice questions and 'test yourself questions' with answers at the back of the book.
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.
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 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.
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.
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. |
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