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

How to Teach Computer Science: Parable, practice and pedagogy (Paperback): Alan J. Harrison How to Teach Computer Science: Parable, practice and pedagogy (Paperback)
Alan J. Harrison
R612 Discovery Miles 6 120 Ships in 9 - 17 working days

This book is for new or aspiring computer science teachers wishing to improve their subject knowledge and gain confidence in the classroom. And it's for experienced computer science teachers who wish to hone their practice, in particular in the areas of explicit instruction, tackling misconceptions and exploring pedagogical content knowledge. You will read some of the backstory to our subject - the "hinterland" - those fascinating journeys into history that make the subject come alive and place it in historical context. These stories will help you to enrich your lessons, cement core knowledge, develop cultural capital and help you excite a life-long love for the subject. We will go beyond the mark scheme to explore the subject knowledge behind the answers, giving you the confidence to discuss the field in greater depth, enabling you to use explicit instruction methods: presenting skills and concepts clearly and directly enabling student mastery. We will explore misconceptions that arise when teaching our subject, so you can "head them off at the pass". And we will look at teaching ideas - the pedagogical content knowledge (PCK) - exploring the helpful analogies, questions and activities that work for each topic: practices that can be lifted and dropped straight into the classroom to immediately enhance your teaching. Trainee or pre-service teachers, NQTs and early-career teachers will find this book invaluable, experienced teachers will find it inspiring, and all will benefit from a fresh look at the hinterland and subject pedagogy that makes computer science a fascinating subject to teach.

Teaching and Learning about Computers - A Classroom Guide for Teachers, Librarians, Media Specialists, and Students... Teaching and Learning about Computers - A Classroom Guide for Teachers, Librarians, Media Specialists, and Students (Hardcover)
Joanne R. Barrett
R2,042 Discovery Miles 20 420 Ships in 12 - 19 working days

Technology provides ample opportunities for teachers to be learners, as well as for the learners to become the teachers. Sometimes, the most effective technology enabled classrooms are those where the instructor is the expert in the content area, and the students are the technology experts. Oftentimes it is with a great sense of pride that a student will show a teacher how to adroitly move about in an application. Designed for both instructors and students, this book teaches an array of computer applications while simultaneously allowing the user to become proficient in technological standards. Based on Joanne Barrett's notes and shortcuts from her years as a computer specialist and computer teacher, this all-inclusive hands-on guide will assist teachers and students in grades 5 through 12 who are using computers in the classroom. Explaining concepts and complicated processes in an understandable language, this complete instructional tool covers in one volume all of the computer topics that the teacher will encounter. Topics include: * Word processing * Spreadsheets * Creating charts and graphs * Databases * Multimedia presentations * The Internet * Web page design * Programming * Viruses and copyright issues

Learning ICT in the Arts (Paperback): Andrew Hamill Learning ICT in the Arts (Paperback)
Andrew Hamill
R1,223 Discovery Miles 12 230 Ships in 12 - 19 working days

Providing practical guidance on enhancing learning through ICT in the arts, this book is made up of a series of projects that supplement, augment and extend the QCA ICT scheme and provide much-needed links with Units in other subjects' schemes of work. It includes: examples and advice on enhancing learning through ICT in art, music, drama and design technology fact cards that support each project and clearly outline its benefits in relation to teaching and learning examples of how activities work in 'real' classrooms links to research, inspection evidence and background reading to support each project adaptable planning examples and practical ideas provided on accompanying downloadable resources. This book is invaluable reading for all trainee and practising primary teachers.

Gamer Girls - 25 Women Who Built the Video Game Industry (Hardcover): Mary Kenney Gamer Girls - 25 Women Who Built the Video Game Industry (Hardcover)
Mary Kenney; Illustrated by Salini Perera
R457 Discovery Miles 4 570 Ships in 9 - 17 working days

Women have always made video games, from the 1960s and the first-of-its-kind, projector-based Sumerian Game to the blockbuster Uncharted games that defined the early 2000s. Women have been behind the writing, design, scores, and engines that power one of the most influential industries out there. In Gamer Girls, now you can explore the stories of 25 of those women. Bursting with bold artwork, easy-to-read profiles, and real-life stories of the women working on games like Centipede, Final Fantasy, Halo, and more, this dynamic illustrated book shows what a huge role women have played-and will continue to play-in the creation of video games. With additional sidebars about other influential women in the industry, as well as a glossary and additional resources page, Gamer Girls offers a look into the work and lives of influential pixel queens such as: * Roberta Williams (one of the creators of the adventure genre) * Mabel Addis Mergardt (the first person to write a video game) * Muriel Tramis (the French "knight" of video games) * Keiko Erikawa (creator of the otome genre) * Yoko Shimomura (composer for Street Fighter, Final Fantasy, and Kingdom Hearts) * Rebecca Heineman (first national video game tournament champion) * Danielle Bunten Berry (creator of M.U.L.E. and early advocate for multiplayer games) * and more! Whether you're a gamer girl who plays video games, a gamer girl who makes video games, or a parent raising a gamer girl, this entertaining, inspiring book will have you itching to pick up a controller or create your own video games!

Zinc Oxide Bulk, Thin Films and Nanostructures - Processing, Properties, and Applications (Hardcover): Chennupati Jagadish,... Zinc Oxide Bulk, Thin Films and Nanostructures - Processing, Properties, and Applications (Hardcover)
Chennupati Jagadish, Stephen J. Pearton
R3,711 Discovery Miles 37 110 Ships in 12 - 19 working days

With an in-depth exploration of the following topics, this book covers the broad uses of zinc oxide within the fields of materials science and engineering:
- Recent advances in bulk, thin film and nanowire growth of ZnO (including MBE, MOCVD and PLD),
- The characterization of the resulting material (including the related ternary systems ZgMgO and ZnCdO),
- Improvements in device processing modules (including ion implantation for doping and isolation, Ohmic and Schottky contacts, wet and dry etching),
- The role of impurities and defects on materials properties
- Applications of ZnO in UV light emitters/detectors, gas, biological and chemical-sensing, transparent electronics, spintronics and thin film

Jumpstart! ICT - ICT activities and games for ages 7-14 (Paperback): John Taylor Jumpstart! ICT - ICT activities and games for ages 7-14 (Paperback)
John Taylor
R635 Discovery Miles 6 350 Ships in 12 - 19 working days

John Taylor jumpstarts pupil and teacher enthusiasm for ICT learning with this refreshing range of simple to use activities, games and creative lesson starters. Encouraging and developing creative uses of basic ICT software, Jumpstart ICT widens teachers' horizons, bringing ICT to the fore as an exciting resource and classroom tool. Key aims of the book include: making learning ICT techniques fun for both teacher and pupil developing the ICT confidence of non-specialist teachers providing opportunities for non-specialist teachers to learn and demonstrate specific techniques encouraging pupils to creatively explore ways to achieve tasks giving pupils opportunities to apply their learning of techniques through task races. @text:Aimed at all KS2 teachers and KS3 ICT teachers seeking to refresh their ICT teaching, these quick 'starter' activities will provide variety and challenge to a typical ICT lesson.

Learning ICT with Science (Paperback): Andrew Hamill Learning ICT with Science (Paperback)
Andrew Hamill
R1,209 Discovery Miles 12 090 Ships in 12 - 19 working days

Providing practical guidance on enhancing learning through ICT in science, this book is made up of a series of projects that supplement, augment and extend the QCA ICT scheme and provide much-needed links with Units in other subjects schemes of work. It includes:

  • fact cards that support each project and clearly outline its benefits in relation to teaching and learning
  • examples of how activities work in 'real' classrooms
  • links to research, inspection evidence and background reading to support each project
  • adaptable planning examples and practical ideas provided on an accompanying CD ROM.

This book is essential reading for all trainee and practising primary teachers."

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
R638 R481 Discovery Miles 4 810 Save R157 (25%) Ships in 12 - 19 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!

Unlocking Learning and Teaching with ICT - Identifying and Overcoming Barriers (Paperback, New): Helena Gillespie Unlocking Learning and Teaching with ICT - Identifying and Overcoming Barriers (Paperback, New)
Helena Gillespie
R888 R646 Discovery Miles 6 460 Save R242 (27%) Ships in 12 - 19 working days

By clearly identifying the barriers that can still exist to the successful integration of ICT in schools this book aims to suggest ways in which these barriers may be overcome. Current and past policy and practice is examined and where barriers are identified, the book:

  • provides suggested strategies for the removal of these barriers
  • recommends how to avoid the obstacles in the first place
  • includes action points and ideas to provide ways forward
  • uses case studies and vignettes to focus on the positive benefits of ICT.

Optimistic and forward-looking, the book also explores how ICT, when effectively used, can help children learn and achieve to the best of their abilities. It is relevant for trainee and practising teachers, ICT co-ordinators and school managers in all key stages.

My Revision Notes: CCEA GCSE Digital Technology (Paperback): Siobhan Matthewson, Gerry Lynch, Margaret Debbadi My Revision Notes: CCEA GCSE Digital Technology (Paperback)
Siobhan Matthewson, Gerry Lynch, Margaret Debbadi
R447 Discovery Miles 4 470 Ships in 9 - 17 working days

Exam board: CCEA Level: GCSE Subject: Digital Technology First teaching: September 2017 First exams: Summer 2019 Target success in CCEA GCSE Digital Technology, whichever route you choose, with our proven formula for effective, structured revision. Key coverage of the three examined units - Digital Technology, Digital Development Concepts and Digital Development Practice - is combined with practical tips to create a revision guide that students can rely on to review, strengthen and test their knowledge. With My Revision Notes, every student can: Consolidate subject knowledge by working through clear and focused content coverage. Test understanding and identify areas for improvement with a sample paper included within the book. Improve exam technique through tips written by leading authors and develop an understanding of assessment requirements of the examined units. Get exam ready with extra quick quizzes and answers to the practice questions

Cambridge Primary Computing Learner's Book Stage 6 (Paperback): Roland Birbal, Michele Taylor, Nazreen Mohammed, Michelle... Cambridge Primary Computing Learner's Book Stage 6 (Paperback)
Roland Birbal, Michele Taylor, Nazreen Mohammed, Michelle Koon Koon, Carissa Gookool
R750 Discovery Miles 7 500 Ships in 9 - 17 working days

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

Teaching the National ICT Strategy at Key Stage 3 - A Practical Guide (Paperback): Clare Furlonger, Susan Haywood Teaching the National ICT Strategy at Key Stage 3 - A Practical Guide (Paperback)
Clare Furlonger, Susan Haywood
R732 Discovery Miles 7 320 Ships in 12 - 19 working days

The National Strategy for ICT at Key Stage 3 challenges the practice and organization of ICT in secondary schools; presenting a very different way of teaching ICT in the early years of secondary education. The teaching of ICT in this key stage needs to be radically revised to implement new proposals, and this book will support teachers and schools as they do so. It sets out to extend teacher's understanding of the development of their students' ICT capability, explain and clarify the document for busy practitioners, interpret the expectations of the strategy, and provide practical suggestions and examples of ways of making it meet the needs of their students.

How to Pass Higher Computing Science, Second Edition (Paperback): Greg Reid How to Pass Higher Computing Science, Second Edition (Paperback)
Greg Reid
R497 Discovery Miles 4 970 Ships in 9 - 17 working days

Exam Board: SQA Level: Higher Subject: Computing Science First Teaching: August 2018 First Exam: May 2019 Get your best grade with comprehensive course notes and advice from Scotland's top experts, fully updated for the latest changes to SQA Higher assessment. How to Pass Higher Computing Science Second Edition contains all the advice and support you need to revise successfully for your Higher exam. It combines an overview of the course syllabus with advice from a top expert on how to improve exam performance, so you have the best chance of success. - Revise confidently with up-to-date guidance tailored to the latest SQA assessment changes - Refresh your knowledge with comprehensive, tailored subject notes - Prepare for the exam with top tips and hints on revision techniques - Get your best grade with advice on how to gain those vital extra marks

Dyslexia and Information and Communications Technology - A Guide for Teachers and Parents (Paperback, 2 Revised Edition): Anita... Dyslexia and Information and Communications Technology - A Guide for Teachers and Parents (Paperback, 2 Revised Edition)
Anita Keates
R916 R525 Discovery Miles 5 250 Save R391 (43%) Ships in 12 - 19 working days

Effective use of ICT can enhance many dyslexic pupils' access to the curriculum, but it has to be used appropriately. This book will be useful to all teachers, teaching assistants, SENCOs and parents who are keen to have practical advice on how to help a child in this way. Full of strategies and suggestions that are based on the author's extensive classroom experience, this accessible book is suitable for the ICT novice and more advanced user alike.

The book has been fully updated to guide the user through the maze of hardware and software currently available, identifying those most suitable for different Key Stages and curriculum subjects as well as providing ICT solutions to the problems of assessing and screening for dyslexia.

Game Programming in C++ - Creating 3D Games (Paperback): Sanjay Madhav Game Programming in C++ - Creating 3D Games (Paperback)
Sanjay Madhav
R1,129 R1,065 Discovery Miles 10 650 Save R64 (6%) Ships in 12 - 19 working days

Program 3D Games in C++: The #1 Language at Top Game Studios Worldwide C++ remains the key language at many leading game development studios. Since it's used throughout their enormous code bases, studios use it to maintain and improve their games, and look for it constantly when hiring new developers. Game Programming in C++ is a practical, hands-on approach to programming 3D video games in C++. Modeled on Sanjay Madhav's game programming courses at USC, it's fun, easy, practical, hands-on, and complete. Step by step, you'll learn to use C++ in all facets of real-world game programming, including 2D and 3D graphics, physics, AI, audio, user interfaces, and much more. You'll hone real-world skills through practical exercises, and deepen your expertise through start-to-finish projects that grow in complexity as you build your skills. Throughout, Madhav pays special attention to demystifying the math that all professional game developers need to know. Set up your C++ development tools quickly, and get started Implement basic 2D graphics, game updates, vectors, and game physics Build more intelligent games with widely used AI algorithms Implement 3D graphics with OpenGL, shaders, matrices, and transformations Integrate and mix audio, including 3D positional audio Detect collisions of objects in a 3D environment Efficiently respond to player input Build user interfaces, including Head-Up Displays (HUDs) Improve graphics quality with anisotropic filtering and deferred shading Load and save levels and binary game data Whether you're a working developer or a student with prior knowledge of C++ and data structures, Game Programming in C++ will prepare you to solve real problems with C++ in roles throughout the game development lifecycle. You'll master the language that top studios are hiring for-and that's a proven route to success.

Teaching and Using ICT in Secondary Schools (Paperback): Terry Russell Teaching and Using ICT in Secondary Schools (Paperback)
Terry Russell
R1,212 Discovery Miles 12 120 Ships in 12 - 19 working days

The coverage of this book will provide an ideal text for use during departmental meetings for all curriculum subjects where ICT is an issue. It can also be used as a reference text for school based mentors taking part in the teacher training process. As well as discussing the effective teaching of ICT as a curriculum subject, the author uses sample case studies to illustrate the wider role at Key Stages 3 and 4, for GCSE and for post-16 in the form of VCE. He also advises on the teacher training process; the primary/secondary transfer; issues related to interface design; hardware and software provision; and the assessment, recording and reporting of ICT capability.
This book will appeal to a wide range of target readerships: trainees taking PGCE courses to become specialist ICT teachers as well as other PGCE trainees, as they all have to meet statutory ICT standards; practicing secondary teachers, whether specialists in ICT or other subjects, who need to use ICT in their teaching; and secondary mentors with ICT as a major part of their responsibility.

Pokemon Seek and Find: Pikachu (Hardcover): Viz_Unknown Pokemon Seek and Find: Pikachu (Hardcover)
Viz_Unknown
R259 Discovery Miles 2 590 Ships in 18 - 22 working days
Developing the ICT Capable School (Paperback): Steve Kennewell, John Parkinson, Howard Tanner Developing the ICT Capable School (Paperback)
Steve Kennewell, John Parkinson, Howard Tanner
R1,093 R710 Discovery Miles 7 100 Save R383 (35%) Ships in 12 - 19 working days


This book helps readers to improve the development of ICT capability through understanding the factors at work in whole school contexts. Based on research that examined schools' approaches to the development of pupils' ICT capability and identified the factors which lead to success, it provides practical advice, but with clear justifications in terms of well-researched principles and illustrations. It covers issues specific to both primary and secondary phases of education together with a range of common concerns and will be of use to practitioners and school staff involved in planning and delivering ICT training. This title will therefore provide readers with: Greater understanding or personal ICT capability Knowledge of effective management, teaching methods and co-ordination strategies for ICT Understanding of the importance of a whole school approach

eBook available with sample pages: 020313222X

Kagiso Reader: Ye Kgolo le ye nnyane (NCS): Grade 1: Book 11 (Sotho, Northern, Paperback): Barbara Coombe, Heather Moore,... Kagiso Reader: Ye Kgolo le ye nnyane (NCS): Grade 1: Book 11 (Sotho, Northern, Paperback)
Barbara Coombe, Heather Moore, Maggie Slingsby
R73 Discovery Miles 730 Ships in 5 - 10 working days

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.

Young People, Creativity and New Technologies - The Challenge of Digital Arts (Paperback): Julian Sefton-Green Young People, Creativity and New Technologies - The Challenge of Digital Arts (Paperback)
Julian Sefton-Green
R1,578 Discovery Miles 15 780 Ships in 12 - 19 working days

What is the creative potential of the new technologies? How can computers create new possibilities for artistic and creative work in education?
Young People, Creativity and New Technologies describes ways in which ICTs (Information Communication Technologies) can produce new possibilities for creative work both within the formal curriculum and in complementary educational arenas. It provides a series of case studies which show how 'digital arts' are currently being used across school and community arts curricula and demonstrates how ICTs can be used in a genuinely inter-disciplinary way.
It is aimed at those who are interested in practical ways to develop the creative uses of new technologies at school and in community arts settings.

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
R1,372 Discovery Miles 13 720 Ships in 12 - 19 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.

Hacks for Minecrafters: Master Builder - An Unofficial Minecrafters Guide (Paperback): Megan Miller Hacks for Minecrafters: Master Builder - An Unofficial Minecrafters Guide (Paperback)
Megan Miller 1
R225 R208 Discovery Miles 2 080 Save R17 (8%) Ships in 9 - 17 working days

Packed with expert tips, cheats, and hacks on how to build the coolest stuff, including an underwater house, a pirate ship, and a fortified castle! Other tips will help gamers: Find the best locations Choose their favourite style Learn how to get started with foundations and walls Become landscaping experts Learn how to decorate their living room And much more! With more than one hundred full-colour screenshots of in-game footage, you can follow every tip with precision. You will never be stuck again.

Roblox: Build It, Win it! (100% Unofficial) (Paperback): Scholastic Roblox: Build It, Win it! (100% Unofficial) (Paperback)
Scholastic
R256 R236 Discovery Miles 2 360 Save R20 (8%) Ships in 9 - 17 working days

A comprehensive, awesome and completely unauthorized guide to the game that has taken the world by storm: ROBLOX! Over 100 colour pages of tips and tricks to help you become a Roblox master. Jam packed with hints, tips and info on the coolest and most popular custom games! And if you want to become a great game maker yourself, look no further - ROBLOX: Build It, Win It! has everything you need to know to take your game to the top of the charts! Easy-to-understand with full-colour pages Full of tips and tricks! Perfect for gamers.

AQA AS and A Level Computer Science (Paperback): P.M. Heathcote, R.S.U. Heathcote AQA AS and A Level Computer Science (Paperback)
P.M. Heathcote, R.S.U. Heathcote; Edited by PG Online
R1,242 Discovery Miles 12 420 Ships in 9 - 17 working days

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.

Cambridge ICT Starters: On Track, Stage 1 (Paperback, 3rd Revised edition): Jill Jesson, Graham Peacock Cambridge ICT Starters: On Track, Stage 1 (Paperback, 3rd Revised edition)
Jill Jesson, Graham Peacock
R367 R228 Discovery Miles 2 280 Save R139 (38%) In Stock

Cambridge ICT Starters: On Track, Stage 1 has been designed to support learners who are following the Cambridge Information and Communication Technology Starters syllabus. This book provides full coverage of all the modules. The sections of the book follow the order in which the modules appear in the syllabus. It builds on creating and formatting documents; planning, creating and organising multimedia presentations, incorporating audio and animation effects; designing and creating, testing, modifying and evaluating spreadsheets and graphs; creating, developing and testing databases; and maintaining data security. The activities in the book use Microsoft Office (R) 2007 and Windows (R) 7.

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