Welcome to Loot.co.za!
Sign in / Register |Wishlists & Gift Vouchers |Help | Advanced search
|
Your cart is empty |
|||
Books > Children's & Educational > Technology & applied sciences > Computing & information technology
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.
Brand new adventures for Barry Loser in this new series of full colour graphic novels – perfect for fans of DogMan, Bunny vs Monkey and Kitty Quest ‘RIDONKULOUSLY FUNNY, EVERY KID SHOULD GET THEIR HOOTER INTO THIS TOTAL WINNER OF A GRAPHIC NOVEL’ – Jenny Pearson, bestselling author of The Super Miraculous Journey of Freddie Yates Celebrating Barry Loser’s 10th birthday with a new series of graphic novel adventures! The bestselling, award-winning Barry Loser series is ten years old and Barry, Bunky, Nancy and the gang are off on a series of new adventures – in full colour graphic novel format and with ‘how to draw’ sections to help you make your own comic books! Three amazekeel stories, including one where Barry’s dad turns into a vending machine, and all Barry has to do is ‘press his buttons’ to get exactly what he wants, and another where hearing the most boring story in the world has a disastrous effect of Barry’s mind and body… Jim Smith’s books have sold 840k copies in the English language, and sold in 17 territories. He won the Roald Dahl Funny Prize, the Scholastic Lollies award, was shortlisted for the Waterstones prize, and had a World Book Day book. Have you got all of Jim Smith’s amazekeel books? Barry Loser: I am not a loser Barry Loser: I am still not a loser Barry Loser: I am so over being a loser Barry Loser: I am sort of a loser Barry Loser and the holiday of doom Barry Loser and the case of the crumpled carton Barry Loser hates half term Barry Loser and the birthday billions Barry Loser: worst school trip ever! Barry Loser is the best at football NOT Barry Loser and the trouble with pets My dad is a loser free ebook My mum is a loser free ebook Future Ratboy and the attack of the killer robot grannies Future Ratboy and the invasion of the nom-noms Future Ratboy and the quest for the missing thingy The Super Weird Mysteries Danger at Donut Diner Attack of the Haunted Lunchbox My Pencil Case is a Time Machine
Teach computing with confidence, whatever your level of subject knowledge. A component of the Oxford International Primary Computing series, Teacher's Guide (levels 1-3) gives you the tools you need to grow students' digital literacy and develop their computational thinking and programming competence. Providing support at every level, this guide provides expert guidance and support for delivering compelling lessons at every level. 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.
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 process of integrating technology into education often overlooks that technology is a sign; it is not a neutral message conveyor, but rather a material artefact placed into a context inevitably subject to culture. In an original and novel combination, Decoding Technology Acceptance in Education brings together two academic domains not previously pursued together, yet which diverge in many ways: cultural studies and technology acceptance studies. Drawing on empirical data, Stockman demonstrates that teachers activate a meaning-making process through encoding and decoding signs around technology as an artefact of culture, and as a result their acceptance behaviour and decisions rely on the dynamics of the cultural whole to which they belong. In this study, technology acceptance is revisited as an issue of cultural negotiation; the common approach, which provides an instrumental view on technology as a neutral tool, is insufficient for the topic of technology acceptance. Rather than proposing yet another model of technology acceptance, Decoding Technology Acceptance in Education offers a renewed frame of mind and the conclusions it provides are of vital importance to the theoretical and practical advancement of technology acceptance studies, as well as to the practical integration of technology into education. Providing original empirical evidence for the influence of culture on educational decision-making, the book raises awareness for the importance of cultural research in areas where it has been under-considered. This book will be of great interest to researchers, academics and postgraduate students engaged in the study of technology acceptance and technology use in education, as well as those interested in cultural studies.
Gotta scratch 'em all!Can you find your favourite Pokemon? They're all hiding in this awesome Scratch and Sketch book! Use the wooden stylus to scratch and reveal classic characters like Pikachu, Bulbasaur, Charmander, Squirtle, Rowlet, Litten, Popplio and many more. Then create your own cool rainbow-coloured designs! This book provides hours of fun! The perfect gift for any Pokemon fanIncludes tons of fun activities and drawing prompts
Amazing Applications and Perfect Programs explores operating systems, computer programs, sorting and storing files, databases, and the programs that allow users to have fun with words, pictures and sounds. The computers that are used in schools, homes and businesses around the world rely on computer programs. Learn about the amazing variety of these programs today and how they can be used from everything from the most complicated finances to simple word processing. Exercises teach key skills such as word processing, creating documents and using databases. Stretch Yourself features give practical activities for readers to try. These 'try at home' examples help reinforce learning and are not linked to specific software or operating systems. True Story features give real-world anecdotes from the world of information technology. Computer Hero features look at the forerunners of digital technology that have paved the way for scientists today. Other titles in the Get Ahead in Computing series: Awesome Algorithms & Creative Coding, Amazing Applications & Perfect Programs, and Computer Networks.
Dingwalwa tsa Kagiso ke sekema sa dipuku tsa go bala tsa maemo tsa Afrika Borwa tseo di lebisitswego go Sehlopha sa Fase (Dikreiti R-3). Di hwetsagala ka maleme a a latelago: English, Afrikaans, Siswati, Xitsonga, Tshivenda, IsiZulu, Sesotho, IsiXhosa, Setswana, Sepedi le IsiNdebele. Ka diswantsho tsa mebalabala tse botse, baithuti ba kgona go godisa tsebo ya go bala le go ngwala.Kagiso Readers is a South African graded reading scheme for the Foundation Phase (Grades R-3). It is available in the following languages: English, Afrikaans, Siswati, Xitsonga, Tshivenda, IsiZulu, Sesotho, IsiXhosa, Setswana, Sepedi and IsiNdebele. The Kagiso readers enable learners to develop literacy incrementally.
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.
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.
The purpose of this book is to reach out to teachers, parents, coaches, and students who may be hoping to, or just investigating the possibility of, how to get started with robotics. At the same time, we hope to leverage the efforts of those who have been hard at work and "play" in this massive movement for many years, applaud their efforts, and provide them with documentation, support, and additional resources to reach further into the possibilities they can help create for all of us in bringing the power and potential of learning through robotics to more students, to the classroom and beyond. Not only does this book provide resources and firsthand insight into this exciting field, but it also provides one-of-a-kind perspectives of curricular applications of robotics for student learning.
Exam Board: SQA Level: National 5 Subject: Computing Science First Teaching: September 2017 First Exam: Summer 2018 Get your best grade with the SQA endorsed guide to National 5 Computing Science. Fully updated to account for the removal of Unit Assessments and the changes to the National 5 exam, this book contains all the advice and support you need to revise successfully. 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. - Refresh your knowledge with complete course notes - Prepare for the exam with top tips and hints on revision technique - Get your best grade with advice on how to gain those vital extra marks
Get good at games with our in-depth guides to digital fun. From super strategies to roaring racers get those nimble thumbs ready to learn our top tips and tricks and master the art of videogames. Level up your lingo and learn from the pros then round up your friends to show off your skills with out handy guides you'll be ready to get your game on|Get good at games with our in-depth guides to digital fun. From super strategies to roaring racers get those nimble thumbs ready to learn our top tips and tricks and master the art of videogames. Level up your lingo and learn from the pros then round up your friends to show off your skills with out handy guides you'll be ready to get your game on
Now that you've mastered the Overworld, the time has come to brave the perilous Nether and End dimensions. But survival will be even more difficult here and you'll need to up your game if you want to make it back to the Overworld in one piece. The official Minecraft Guide to the Nether and the end will help you survive as you navigate new terrain, discover new hostile mobs and attempt to collect unique materials. Learn how to kill fire-resistant mobs in the Nether and repurpose Nether fortresses, then master the art of defeating the ender dragon and explore the outer islands of the End dimension. With insider info and tips from the experts at Mojang, this is the definitive guide to exploration and survival in Minecraft. Minecraft is a multi-platform block-based gaming sensation available on Xbox, PlayStation, PC and mobile devices. Whether you're in Creative, Survival or Hardcore Mode, the official Mojang-approved Minecraft books contain all the advice you need to survive and thrive. Collect all of the official Minecraft series to become the best Minecrafter you can be: Minecraft Blockopedia Minecraft: Exploded Builds: Medieval Fortress Minecraft The Survivors' Book of Secrets Minecraft Beginner's Handbook, Minecraft Construction Handbook, Minecraft Combat Handbook Minecraft Redstone Handbook
Debates in ICT and Computing Education explores the major issues teachers encounter in their daily professional lives. It encourages critical reflection and aims to stimulate both novice and experienced teachers to think more deeply about their practice, and link research and evidence to what they have observed in schools. Chapters tackle established and contemporary issues enabling teachers to reach informed judgements and argue their point of view with deeper theoretical knowledge and understanding. Debates include teacherless classrooms; personalised learning; creativity; digital literacy; visual literacy; e-tools; learning platforms; and opportunities for lifelong learning.
Creating the Coding Generation in Primary Schools sets out the what, why and how of coding. Written by industry innovators and experts, it shows how you can bring the world of coding to your primary school practice. It is packed with a range of inspirational ideas for the cross-curricular teaching of coding, from demystifying algebra in maths, to teaching music, to designing digital storytelling, as well as an insight into the global movement of free coding clubs for young people such as CoderDojo and Girls Learning Code. Key topics explored include: what we mean by 'coding' understanding and teaching computational thinking building pupils' passion for and confidence with technologies artificial intelligence systems how gender impacts on coding STEM learning and Computer Science using Minecraft to improve pupil engagement fun projects using a Raspberry Pi. Designed to be read from cover to cover or dipped into for ideas and advice, Creating the Coding Generation in Primary Schools offers all teachers a deeper knowledge and understanding of coding that will help them support and inspire the coding generation. It is cool to code!
"I have not seen a more teacher-friendly resource for using the Web in the classroom. The authors took both novices and experts into consideration. A must-have in every school." -Elizabeth Alvarez, Math and Science Coach Chicago Public Schools, IL "A user-friendly tool on many levels. I would recommend this book to media specialists, instructional technology teachers, and district coordinators for both content and technology." -April DeGennaro, Gifted Education Teacher Peeples Elementary School, Fayetteville, GA Translate Web technology into practical applications for the daily curriculum! Designed for novices and experienced users, this comprehensive guide includes all the need-to-know aspects of using the World Wide Web to support student learning. Making the Most of the Web in Your Classroom covers the language of the Web, describes Web-editing software, and shows how to use Web tools that offer unique learning opportunities for students. This book examines issues of student safety, appropriate "netiquette," and copyright and other legal considerations and provides field-tested strategies, examples, and reproducibles to help teachers create powerful learning opportunities. Educators will be able to meet ISTE NETS technology and content standards as they: Design and build Web sites Help students develop their own Internet projects Evaluate and manage Web projects Featuring a list of key terms in each chapter, this timely resource will motivate your students and help make technology a seamless part of your classroom instruction.
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
Use your big monkey brain to do things that even your teachers can't do. With these books, you will talk to computers, create games, draw pictures and find information. Come on, code monkeys - let's write some code!
There's a new kid at Zombie's middle school and everyone thinks he is so cool. But the more Zombie hangs out with him, the more trouble he gets into. Not only that, but Zombie's friend's are noticing that Zombie is changing...a lot! Zombie is dressing different, acting different, even smelling different. Even Steve, Zombie's best friend is worried. Is this new Mob kid as cool as everyone thinks he is, or is he really a Minecraft Wolf in Sheep's clothing? Jump Into this Zany Minecraft Adventure and Find Out!
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.
Creative Coding in Python teaches kids the fundamentals of computer programming and demonstrates how to code 30+ fun, creative projects using Python, a free, intuitive, open-source programming language that's one of the top five most popular worldwide. Computer science educator Sheena Vaidyanathan helps kids understand the fundamental ideas of computer programming and the process of computational thinking using illustrations, flowcharts, and pseudocode, then shows how to apply those essentials to code exciting projects in Python: Arcade games and apps: Understand GUI (graphical user interfaces) and create your own arcade games and apps. Geometric art: Use turtle graphics to create original masterpieces. Interactive fiction: Explore booleans and conditionals to invent "create your own adventure" games. Chatbots: Discover variables, strings, integers, and more to design conversational programs. Dice games: Reuse code to devise games of chance. What's next? Look at exciting ways to use your powerful new skills and expand your knowledge of coding in Python. Creative Coding in Python gives kids the tools they need to create their own computer programs. |
You may like...
Connections: Year A, Three-Volume Set…
Joel B. Green, Luke A. Powery, …
Hardcover
|