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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
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.
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.
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:
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.
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.
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
Discover how your everyday tech works while developing your coding skills! Smartphones have become an extension of ourselves. We couldn't live without them. But how do they work? What's inside them and how are the apps we rely on so much created and designed? These are the topics explored in Create the Code: Smartphones. You'll also learn to code your own apps using Scratch and MIT's App Inventor: create emojis, code a web browser and make your own selfie filter app! Best of all: you'll get to test them on your own smartphone! Each book explains the key computer code and systems that are used to create and control the tech you use everyday such as the Internet, your smartphone, music and films and your apps. Step-by-step activities teach you how to create your own versions on screen with code. The series uses Scratch, HTML and MIT's App Inventor as the coding languages. Author Max Wainewright is a leading authority on teaching kids to code. Perfect for coders aged 9 and up.
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.
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.
Part how-to, part girl-empowerment, and all fun, from the leader of the movement championed by Sheryl Sandberg, Malala Yousafzai, and John Legend. Since 2012, the organization Girls Who Code has taught computing skills to and inspired over 40,000 girls across America. Now its founder, and author Brave Not Perfect, Reshma Saujani, wants to inspire you to be a girl who codes! Bursting with dynamic artwork, down-to-earth explanations of coding principles, and real-life stories of girls and women working at places like Pixar and NASA, this graphically animated book shows what a huge role computer science plays in our lives and how much fun it can be. No matter your interest—sports, the arts, baking, student government, social justice—coding can help you do what you love and make your dreams come true. Whether you’re a girl who’s never coded before, a girl who codes, or a parent raising one, this entertaining book, printed in bold two-color and featuring art on every page, will have you itching to create your own apps, games, and robots to make the world a better place.
What do children love? Minecraft! What will make them love math, reading, handwriting? Learning them with Minecraft! This giant kid-friendly workbook features well-loved video game characters and settings to encourage kids to learn principles of math, reading, and handwriting. Colorfully illustrated pages bring their most beloved video game to life and entice learners (even the most reluctant ones) to take part in an educational adventure. With practice pages and content spanning across subjects, they'll find everything they need to develop their education and their confidence in the classroom. Included within this book: Handwriting skills Clear stroke formation guidelines to support learning Uppercase and lowercase letter practice Minecrafting-themed word and sentence practice for added skill building Math skills Addition and subtraction skills Word problems Math facts Learning shapes, time, money, charts, tables, graphs, and more Reading skills Phonics Speech Vocabulary Reading comprehension Whether you're preparing them for the upcoming school year or providing extra skill practice, The Great Big Fun Workbook for Minecrafters: Grades 1 & 2 is as fun as it is educational-and is just what your child needs to meet and exceed academic standards! This educational series is created especially for readers who love the fight of good versus evil, magical academies like Hogwarts in the Harry Potter saga, and games like Minecraft, Terraria, and Pokemon GO.
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.
What is the creative potential of the new technologies? How can
computers create new possibilities for artistic and creative work
in education?
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.
The simplest, most visual introduction to coding for adults. Using a graphic method to break complex subjects into user-friendly chunks, computer coding has never been easier thanks to this programming book. Here's what you'll find inside the pages of this coding for beginners book: - To reinforce learning, practical coding projects are followed by suggestions and challenges for the reader to adapt and personalise a project - Step-by-step explanations visually break down each section of code and explain how coding works - Written and checked by a team of expert coders - Includes widely used languages, from introduction to career-useful From learning Python coding and Javascript to HTML and Scratch, Beginner's Step-by-Step Coding Course brings the most essential coding skills within easy reach! Each chapter contains tutorials on practical programming projects designed to teach you the main applications of each coding language, such as building websites, creating games, and designing apps. You'll learn to think like a programmer by breaking a problem down into parts, before turning those parts into lines of code. Short, easy-to-follow steps then show you, piece by piece, how to build a complete programme. This essential coding guide contains everything you need to get on the road to code! It's perfect for anyone who wants to learn to code for a hobby or who wants to take their first steps towards a career in coding.
Anyone can play Fortnite Battle Royale. But only one in 100 can win! If you're looking to move out of noobsville and become a master, it's time to step up your game and get this Fortnite Battle Royale Pro Gamer Guide. This in-depth title contains all the secrets, stunts and strategy you need to go from being a player to a master. It's the easiest way to get hold of the expertise it would take months of play to learn - no other guide gets this in-depth, from building to loot-finding to a special section on how to ace the endgame and attain Victory Royale. There's even room for tips on the best skins, dances, pets and gliders to make sure you look like a pro, as well as play like one.
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.
Packed with expert tips, cheats, and hacks on fighting all types of enemies. With over one hundred screenshots, Hacks for Minecrafters: Combat Edition shows exactly how the experts defend themselves and fight attackers, from cave spiders to creepers to zombie pigmen. The risk of attack is ever-present - learn to build weapons, set traps, and escape to safety!
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
This guidebook is all about Eevee - one of the most popular Pokemon! Discover everything you need to know about this unique and adorable character and its many Evolutions. Eevee is an amazing Pokemon. It's called the Evolution Pokemon for good reason - it has nine known Evolutions! And it's cute in any form. Get the inside scoop on everything you need to know about this popular Pokemon in this guidebook that's packed with colour illustrations Comes with a poster Perfect for old and new fans of Pokemon.
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. |
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