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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
The first OFFICIAL Minecraft novel for young readers 7+
It's Ash's first day at Woodford Middle School and she's very nervous. But fellow student, Morgan, isn't doing a good job of making her feel welcome. He liked things before Ash arrived.
When Doc Culpepper, the science teacher, asks Morgan and his friends to test her new Virtual Reality Minecraft Project, they can't wait! Inside the world of Minecraft, the friends build and gather to make a castle and survive the night.
But something isn't right. Morgan and his friends are in trouble and Ash might be the only person that can help.
For fans of the Minecraft game, Jumanji and Wreck it Ralph.
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.
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.
Illustrated revision and practice. Covers all specification topics
required for the external exam Illustrated topics to improve memory
and recall. Comprehensive case studies to show application of
concepts. Over 500 marks worth of examination style questions.
Answers provided for all questions within the book. Examination
tips and techniques. 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 teachers of Digital
Information Technology, highly experienced examiners and a good
dollop of scientific research into what makes revision most
effective. Past examination 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. Detailed case studies
distill key concepts whilst demonstrating the development of long
answer questions.
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
ClearRevise is all about making your revision easy. At the end of
the course, doing practice papers is useful - but an exam tutor can
make a big difference.This book helps provide support from both
angles and will really help you to ace the exam.The first section
is your exam tutor. It shows you example questions with model
answers. Just like a tutor, it gives you exam tips and lets you
know what the examiner is looking for. Secondly, you are then given
similar questions from the same topic for you to have a go at,
applying your knowledge and tips. With over 400 marks in this
section and all the answers provided you'll easily revise the
topics as you go. Lastly, there are two complete exam papers
written in the same style as the live OCR papers to try. They're
exactly the same length and marks as the real exam, providing a
realistic experience and a great opportunity to show how much
you've progressed.
Book five in the OFFICIAL Minecraft fiction series for readers age
7+ Ash, Morgan, Harper, Po and Jodi are back for their fifth
adventure in the world of Minecraft. When Morgan and his friends
receive an unwelcome visit from the elusive Evoker King, they find
themselves on a quest to find a secret item hidden in the depths of
an unknown dungeon. But not is all as it seems, and they must gear
up for an epic journey rife with danger, dragons and mysterious
foes. Meanwhile, in the real world, the school play seems to be
full of its own traps and troubles. Will Morgan and the gang
finally uncover the identiy of the Evoker King? For fans of the
Minecraft game, Jumanji and Wreck it Ralph.
Highlighting important milestones in video game history, this
informational text examines the history of video games, from the
very first computer game created in 1940, to modern-day games
created for mobile platforms. Developed by Timothy Rasinski and
Lori Oczkus, this book includes essential text features like an
index, captions, glossary, and table of contents. The detailed
sidebars, fascinating images, and Dig Deeper section prompt
students to connect back to the text and encourage multiple
readings. Check It Out! includes suggested resources for further
reading. Aligned with state standards, this title features complex
content appropriate for students preparing for college and career
readiness.
Pick up your pencil and learn how to draw your favourite Minecraft
mobs! Ever wanted to draw your favourite mob, but didn't know how?
With this book, you'll learn how to do that and so much more! Learn
everything from drawing basic blocks to how to draw all your
favourite mobs with step-by-steps and finally putting everything
together in a big, blocky scene. By the end of this book, you'll
have the skills you need to draw anything you want in Minecraft!
There's even some spaces throughout where you can practise on the
page. So grab your pencil and let's get drawing!
Our new A Level textbook is written in the straightforward,
easy-to-grasp style for which Pat Heathcote and Rob Heathcote are
well-known. Each chapter in the book corresponds to roughly one
lesson, and contains questions and exercises which can be done in
class, as well as questions at the end of each chapter which can be
set as homework. Answers to all questions are provided in
downloadable pdf format available free to teachers from the PG
Online website. This book is divided into twelve sections
comprising 72 chapters, which together provide complete coverage of
the new AS and A Level course. Two short appendices contain A Level
content that could be taught in the first year of the course as an
extension to related AS topics. The specification is written in
such a way that AS and A Level students can be taught together.
Programming solutions within the textbook are all written in
pseudocode to suit all practical languages being taught alongside
the theory. To accompany this textbook, PG Online also publishes a
series of six downloadable teaching units. Each topic in a unit
consists of a PowerPoint presentation, teacher's notes, worksheets,
homework sheets and a final assessment test with exam-style
questions. Pat Heathcote and Rob Heathcote both have years of
experience as teachers, authors and examiners.
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.
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.
Learn to read with the official Minecraft Young Readers! Practise your reading skills and develop your vocabulary as you read stories about your favourite game. This book is perfect for new readers who are beginning to read simple stories with help. With short sentences and familiar vocabulary, new readers will develop confidence while enjoying reading about their favourite videogame characters. Content has been created with an educational consultant to help engage with reluctant and less confident readers. Graded level 2: Turquoise.
Discover the first two titles Minecraft Mobs in the Overworld and Survival Modes publishing in May 2021, with future titles planned for November 2021 to meet customer demand.
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.
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.
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.
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