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Books > Children's & Educational > Technology & applied sciences > Computing & information technology

Oxford International Primary Computing: Student Book 1 (Paperback, 2nd Revised edition): Alison Page, Karl Held, Diane Levine,... Oxford International Primary Computing: Student Book 1 (Paperback, 2nd Revised edition)
Alison Page, Karl Held, Diane Levine, Howard Lincoln
R371 R240 Discovery Miles 2 400 Save R131 (35%) In Stock

A complete three-year lower secondary computing course that takes a real-life, project-based approach to teaching young learners the vital computing skills they will need for the digital world. Each unit builds a series of skills towards the creation of a final project, with topics ranging from designing your own robot to programming simple games and designing and creating web pages. Within each stage, key concepts are covered to give learners not only the skills they need to use technology effectively, but also the knowledge in how to do so creatively, safely and collaboratively: A* Understand how modern technology works A* Use a wide range of computer hardware and software for analytical and creative tasks A* Use the internet safely, respectfully, and selectively A* Write computer programs and develop computational thinking

500 ICT Tips for Primary Teachers (Paperback): Higgins Steve, Pickard, Nick, Race Phil 500 ICT Tips for Primary Teachers (Paperback)
Higgins Steve, Pickard, Nick, Race Phil
R1,288 Discovery Miles 12 880 Ships in 12 - 17 working days

Information and Communications Technology (ICT) has been the focus of much debate and development within education, especially in the primary sector. This text offers tried and tested ideas for using IT effectively across the whole primary curriculum.

Guide to Minecraft Dungeons - A Handbook for Heroes (Hardcover): Mojang AB, The Official Minecraft Team Guide to Minecraft Dungeons - A Handbook for Heroes (Hardcover)
Mojang AB, The Official Minecraft Team
R374 R309 Discovery Miles 3 090 Save R65 (17%) Ships in 10 - 15 working days
FORTNITE Official: The Chronicle (Annual 2022) (Hardcover): Epic Games FORTNITE Official: The Chronicle (Annual 2022) (Hardcover)
Epic Games
R282 Discovery Miles 2 820 Ships in 12 - 17 working days

ALL THE CRAZIEST HIGHLIGHTS FROM FORTNITE'S LATEST SEASONS IN THE BRAND-NEW OFFICIAL ANNUAL FROM EPIC GAMES It's been another wild ride in the world of Fortnite, with new challenges, rewards, map changes, and awesome Outfits keeping the game as fresh as ever. Now, in this official yearbook from Epic Games, you can relive all the major Battle Royale stories and surprises from the past 12 months. Packed full of fun features, cool artwork, quizzes, and exclusive inside knowledge, this is essential reading for any Fortnite fan.

Computing and ICT in the Primary School - From pedagogy to practice (Paperback, 2nd edition): Gary Beauchamp Computing and ICT in the Primary School - From pedagogy to practice (Paperback, 2nd edition)
Gary Beauchamp
R1,036 Discovery Miles 10 360 Ships in 9 - 15 working days

Now fully updated to reflect recent changes in the curriculum, Computing and ICT in the Primary School encourages teachers, and pupils, to realise the potential of a full range of ICT and computing resources. Tackling computing head on, this book enables trainee and experienced teachers to better understand what computing is and how to use ICT effectively in teaching and learning. It is not a 'how to' guide or a collection of lesson plans, but instead balances research-based theory with everyday experiences, challenging readers to understand teaching methods and how they translate into a range of suitable teaching and learning strategies using ICT. This book offers primary teachers the knowledge, skills and confidence to plan, teach and assess creatively to enhance learning across the whole curriculum. This second edition includes updates of all chapters and completely new chapters on: * mobile technologies * social media, and * modern foreign languages. Gary Beauchamp places theory and practice hand in hand, providing a uniquely relatable resource based on his own teaching practice, classroom experience and research. This text is crucial reading for both serving teachers and those in training on undergraduate and PGCE courses, Education Studies courses and MA (Ed) programmes.

Hacking the Curriculum: How Digital Skills Can Save Us from the Robots (Paperback): Ian Livingstone, Shahneila Saeed Hacking the Curriculum: How Digital Skills Can Save Us from the Robots (Paperback)
Ian Livingstone, Shahneila Saeed 1
R502 Discovery Miles 5 020 Ships in 12 - 17 working days

Ian Livingstone is the Godfather of the British gaming industry. In Hacking the Curriculum, he and Shahneila Saeed explain the critical importance of coding and computing in modern schools - and offer teachers and school leaders real practical guidance on how to improve their current provision to a generation of youngsters for whom digital skills are critical.

Approaches and Frameworks for HCI Research (Paperback): John Long Approaches and Frameworks for HCI Research (Paperback)
John Long
R1,396 R1,316 Discovery Miles 13 160 Save R80 (6%) Ships in 12 - 17 working days

This research textbook, designed for young Human-Computer Interaction (HCI) researchers beginning their careers, surveys the research models and methods in use today and offers a general framework to bring together the disparate concepts. HCI spans many disciplines and professions, including information science, applied psychology, computer science, informatics, software engineering and social science making it difficult for newcomers to get a good overview of the field and the available approaches. The book's rigorous 'approach-and-framework' response is to the challenge of retaining growth and diversification in HCI research by building up a general framework from approaches for Innovation, Art, Craft, Applied, Science and Engineering. This general framework is compared with other HCI frameworks and theories for completeness and coherence, all within a historical perspective of dissemination success. Readers can use this as a model to design and assess their own research frameworks and theories against those reported in the literature.

Basic Projects in Flash (Paperback): David Waller Basic Projects in Flash (Paperback)
David Waller
R421 R77 Discovery Miles 770 Save R344 (82%) Ships in 9 - 15 working days

This is a project-based student book for Flash especially aimed at 11-14 year olds. Written for the 2008 Key Stage ICT curriculum and following our popular Basic approach, this accessible resource offers students practical learning and support with Flash. It follows a project-based approach that teaches students both the skills and capabilities they need to understand and succeed. All assessment criteria are linked to National Curriculum levels for each activity to help pupils to progress. Coverage of Functional Skills is clearly highlighted throughout to ensure learners are developing these skills whilst they learn. Motivating project themes that really appeal to pupils are included.

My Big Color & Learn Book: Scholastic Early Learners (Coloring Book) (Paperback): Scholastic My Big Color & Learn Book: Scholastic Early Learners (Coloring Book) (Paperback)
Scholastic
R390 R356 Discovery Miles 3 560 Save R34 (9%) Ships in 10 - 15 working days
Learn to Code Practice Book 1 (Paperback): Claire Lotriet Learn to Code Practice Book 1 (Paperback)
Claire Lotriet
R371 Discovery Miles 3 710 Ships in 12 - 17 working days

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.

Minecraft: Blockopedia - Updated Edition (Hardcover): Mojang AB, The Official Minecraft Team Minecraft: Blockopedia - Updated Edition (Hardcover)
Mojang AB, The Official Minecraft Team
R1,213 R1,022 Discovery Miles 10 220 Save R191 (16%) Ships in 10 - 15 working days
Inspiring the Secondary Curriculum with Technology - Let the students do the work! (Hardcover): James Shea, Antony Stockford Inspiring the Secondary Curriculum with Technology - Let the students do the work! (Hardcover)
James Shea, Antony Stockford
R3,977 Discovery Miles 39 770 Ships in 12 - 17 working days

Are other teachers using technology in their lessons? Are you letting your own students down by not harnessing the power of your students' technology knowledge in your lessons? Is your school asking you to show where you are developing ICT in your subject teaching? ICT in your subject does not mean teaching databases, spreadsheets or word processing. Having technical knowledge is no longer sufficient or indeed necessary in today's world - more important is the knowledge of how to advise and teach students to use technology efficiently and responsibly through their subject. Students faced with a 'problem' will need to hunt the internet for open source software, download apps and respond to the problem using technology as a problem solving tool. The scenarios are endless, but can be generated by the teacher - this could mean students publishing work through Amazon's Kindle or keeping a blog within a class wiki. Teachers do not need to have technical knowledge; rather they need knowledge of trends and opportunities. They then need to blend their basic subject pedagogy within these new trends to contextualise ICT skills.This book looks at pedagogical approaches to using ICT in the classroom that will help you to harness future trends, technology and software and embed them into your subject teaching. Full of practical advice, it illustrates how secondary teachers - of any discipline - can accelerate their students' learning, progress and ability within their subject whilst developing the soft ICT skills needed in the workplace and society. Including case studies and examples throughout, chapters cover: Mixing traditional teaching methods with e-learning Developing interactive students Mobile technologies Student safety online E-Portfolios and Virtual Learning Environments Using technology to extend learning beyond the classroom Ask yourself, would you be happy if your doctor did not use new technology to advance their practice? The same goes for you - your students need only a little encouragement and they are quite capable of doing all the work. This timely new book will help you structure your teaching to harness the latest developments in ICT in tandem with the students you teach.

3D Printing and Maker Lab for Kids, Volume 22 - Create Amazing Projects with CAD Design and STEAM Ideas (Paperback): Eldrid... 3D Printing and Maker Lab for Kids, Volume 22 - Create Amazing Projects with CAD Design and STEAM Ideas (Paperback)
Eldrid Sequeira
R441 Discovery Miles 4 410 Ships in 12 - 17 working days

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!

Inspiring the Secondary Curriculum with Technology - Let the students do the work! (Paperback): James Shea, Antony Stockford Inspiring the Secondary Curriculum with Technology - Let the students do the work! (Paperback)
James Shea, Antony Stockford
R916 Discovery Miles 9 160 Ships in 12 - 17 working days

Are other teachers using technology in their lessons? Are you letting your own students down by not harnessing the power of your students technology knowledge in your lessons? Is your school asking you to show where you are developing ICT in your subject teaching?

ICT in your subject does not mean teaching databases, spreadsheets or word processing. Having "technical" knowledge is no longer sufficient or indeed necessary in today s world more important is the knowledge of how to advise and teach students to use technology efficiently and responsibly through their subject. Students faced with a problem will need to hunt the internet for open source software, download apps and respond to the problem using technology as a problem solving tool. The scenarios are endless, but can be generated by the teacher - this could mean students publishing work through Amazon s Kindle or keeping a blog within a class wiki. Teachers do not need to have technical knowledge; rather they need knowledge of trends and opportunities. They then need to blend their basic subject pedagogy within these new trends to contextualise ICT skills.

This book looks at pedagogical approaches to using ICT in the classroom that will help you to harness future trends, technology and software and embed them into your subject teaching. Full of practical advice, it illustrates how secondary teachers of any discipline can accelerate their students learning, progress and ability within their subject whilst developing the soft ICT skills needed in the workplace and society. Including case studies and examples throughout, chapters cover:

  • Mixing traditional teaching methods with e-learning
  • Developing interactive students
  • Mobile technologies
  • Student safety online
  • E-Portfolios and Virtual Learning Environments
  • Using technology to extend learning beyond the classroom

Ask yourself, would you be happy if your doctor did not use new technology to advance their practice? The same goes for you your students need only a little encouragement and they are quite capable of doing all the work. This timely new book will help you structure your teaching to harness the latest developments in ICT in tandem with the students you teach."

A Practical Guide to Teaching Computing and ICT in the Secondary School (Paperback, 2nd edition): Andrew Connell, Anthony... A Practical Guide to Teaching Computing and ICT in the Secondary School (Paperback, 2nd edition)
Andrew Connell, Anthony Edwards, Alison Hramiak, Gavin Rhoades, Neil Stanley
R1,381 Discovery Miles 13 810 Ships in 12 - 17 working days

Now in its second edition, A Practical Guide to Teaching ICT in the Secondary School offers straightforward advice, inspiration and support for all training and newly qualified ICT teachers. Based on the best research and practice available, it has been updated to reflect changes in the curriculum, Initial Teacher Training standards, classroom technologies, and the latest research in the field.

Packed with photocopiable resources and illustrated throughout with examples of good practice and samples of pupil s work, it offers a wide range of tried and tested strategies to ensure success in the secondary classroom. Key aspects of ICT teaching considered include:

  • managing the ICT classroom: the environment, resources and pupil grouping
  • developing knowledge for applications and knowledge for teaching
  • planning for learning and teaching: ICT lessons and ICT coursework
  • developing pupils understanding of concepts including challenging misconceptions
  • assessment, feedback, target setting and examinations
  • modelling and simulation in ICT

Written by expert professionals, A Practical Guide to Teaching ICT in the Secondary School provides detailed examples of theory in practice, enabling you to analyse and reflect on your own teaching in order to ensure pupil learning is maximised. It will be an essential source of ideas and guidance for all training and newly qualified teachers, as well as tutors and mentors."

Virtual Literacies - Interactive Spaces for Children and Young People (Paperback): Guy Merchant, Julia Gillen, Jackie Marsh,... Virtual Literacies - Interactive Spaces for Children and Young People (Paperback)
Guy Merchant, Julia Gillen, Jackie Marsh, Julia Davies
R1,647 Discovery Miles 16 470 Ships in 12 - 17 working days

The growth of interest in virtual worlds and other online spaces for children and young people raises important issues for literacy educators and researchers. This book is a timely and much-needed collection of current research in the area. It provides a synthesis of knowledge and understanding and will be a key resource for scholars, students and teachers, particularly those interested in digital literacies. The work presents a coherent vision of current knowledge, and some of the most engaging, empirical research being undertaken on virtual worlds and online spaces in and beyond educational institutions. It contains international studies from the UK, North America and Australasia.

This is an important time for those researching virtual worlds, videogaming and Web 2.0 technologies, since there is growing professional interest in their significance in the education and development of children and young people. Whether these technologies are solely associated with informal learning or whether they should be incorporated into classroom contexts is hotly debated. This book provides a principled evaluation and appreciation of the learning, teaching and instruction that can occur in digital environments, showing children, young people and those who work with them as active agents with possibilities to navigate new paths.

Girls Who Code - Learn to Code and Change the World (Paperback): Reshma Saujani Girls Who Code - Learn to Code and Change the World (Paperback)
Reshma Saujani
R363 R290 Discovery Miles 2 900 Save R73 (20%) Ships in 10 - 15 working days
Using Digital Technology (Hardcover): Steffi Cavell-Clarke Using Digital Technology (Hardcover)
Steffi Cavell-Clarke
R407 R332 Discovery Miles 3 320 Save R75 (18%) Ships in 9 - 15 working days

Could you program a toaster Make a phone call on a watch Stop a thief from stealing your identity With computers we can do all this and more. Learn about our digital lives from staying safe online to understanding a computer's languages and discover how computers store and use our information in Computers and Coding. This series uses engaging imagery and simple information to equip young readers with the digital skills they need to live and learn in a virtual world.l|Could you program a toaster Make a phone call on a watch Stop a thief from stealing your identity With computers we can do all this and more. Learn about our digital lives from staying safe online to understanding a computer's languages and discover how computers store and use our information in Computers and Coding. This series uses engaging imagery and simple information to equip young readers with the digital skills they need to live and learn in a virtual world.l

OCR GCSE (9-1) J277 Computer Science (Paperback): S. Robson, P.M. Heathcote OCR GCSE (9-1) J277 Computer Science (Paperback)
S. Robson, P.M. Heathcote
R756 Discovery Miles 7 560 Ships in 9 - 15 working days

The aim of this book is to provide a comprehensive and accessible text for students, covering Papers 1 and 2 in the latest OCR GCSE J277 Computer Science specification. It will be invaluable both as a course text and in revision for students nearing the end of the course. It is divided into eight sections, each broken down into manageable chapters of roughly one lesson. Sections 6 and 7 of the textbook cover algorithms and programming fundamentals with a theoretical approach to provide students with experience of writing, tracing and debugging pseudocode solutions without the aid of a computer. These sections would complement practical programming experience. Each of the eight sections cover one of the major topics in this course, and each subtopic contains sample examination questions from past papers, which can be set as homework.

Improving Computer Science Education (Hardcover, New): Djordje M. Kadijevich, Charoula Angeli, Carsten Schulte Improving Computer Science Education (Hardcover, New)
Djordje M. Kadijevich, Charoula Angeli, Carsten Schulte
R3,985 Discovery Miles 39 850 Ships in 12 - 17 working days

Improving Computer Science Education examines suitable theoretical frameworks for conceptualizing teaching and learning computer science. This highly useful book provides numerous examples of practical, "real world" applications of major computer science information topics, such as:

Spreadsheets
Databases
Programming

Each chapter concludes with a section that summarzies recommendations for teacher professional development. Traditionally, computer science education has been skills-focused and disconnected from the reality students face after they leave the classroom. Improving Computer Science Education makes the subject matter useful and meaningful by connecting it explicitly to students' everyday lives.

Essential SQA Exam Practice: Higher Computing Science Questions and Papers - From the publisher of How to Pass (Paperback):... Essential SQA Exam Practice: Higher Computing Science Questions and Papers - From the publisher of How to Pass (Paperback)
David Alford
R356 Discovery Miles 3 560 Ships in 12 - 17 working days

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.

Virtual Literacies - Interactive Spaces for Children and Young People (Hardcover): Guy Merchant, Julia Gillen, Jackie Marsh,... Virtual Literacies - Interactive Spaces for Children and Young People (Hardcover)
Guy Merchant, Julia Gillen, Jackie Marsh, Julia Davies
R4,452 Discovery Miles 44 520 Ships in 12 - 17 working days

The growth of interest in virtual worlds and other online spaces for children and young people raises important issues for literacy educators and researchers. This book is a timely and much-needed collection of current research in the area. It provides a synthesis of knowledge and understanding and will be a key resource for scholars, students and teachers, particularly those interested in digital literacies. The work presents a coherent vision of current knowledge, and some of the most engaging, empirical research being undertaken on virtual worlds and online spaces in and beyond educational institutions. It contains international studies from the UK, North America and Australasia. This is an important time for those researching virtual worlds, videogaming and Web 2.0 technologies, since there is growing professional interest in their significance in the education and development of children and young people. Whether these technologies are solely associated with informal learning or whether they should be incorporated into classroom contexts is hotly debated. This book provides a principled evaluation and appreciation of the learning, teaching and instruction that can occur in digital environments, showing children, young people and those who work with them as active agents with possibilities to navigate new paths.

Getting Started with Coding - Get Creative with Code! 2nd Edition (Paperback, 2nd Edition): C Mccue Getting Started with Coding - Get Creative with Code! 2nd Edition (Paperback, 2nd Edition)
C Mccue
R285 R205 Discovery Miles 2 050 Save R80 (28%) Ships in 9 - 15 working days

An introduction to coding for kids Coding know-how is the coolest new tool kids can add to their creativity toolboxes--and all they need to get started is a computer connected to the internet and the lessons in this book. Easy! The book offers fun step-by-step projects to create games, animations, and other digital toys while teaching a bit about coding along the way. Plus, each project has an end goal to instill confidence and a sense of accomplishment in young coders once the project comes to life. Create simple applications in Scratch to learn how to build things with coding Experiment with "real" coding with tools built in JavaScript Use free online tools Share what you build with friends, family, and teachers Get creative and get coding!

ClearRevise BTEC Digital Information Technology Level 1/2 Component 3 (Paperback): ClearRevise BTEC Digital Information Technology Level 1/2 Component 3 (Paperback)
1
R293 Discovery Miles 2 930 Ships in 9 - 15 working days

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.

Introductory Information Processing N4 Lecturer Guide (Paperback): Introductory Information Processing N4 Lecturer Guide (Paperback)
R265 R245 Discovery Miles 2 450 Save R20 (8%) Ships in 6 - 10 working days
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