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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
This timely new text provides an accessible introduction to teaching Computing, and computer programming. Specifically designed for non-specialists who need to develop new skills in Computing in order to meet the new curriculum requirements, it offers a useful guide to the subject, alongside worked examples of good practice. Packed full of practical advice, the book examines different approaches to introducing children from age 5 to Computing, and describes a wide range of tried and tested projects that have been proven to work in schools. Including case studies and a glossary of key terms, it covers:
Featuring a companion website www.literacyfromscratch.org.uk with extensive support materials, examples of pupils work, links to software and downloadable lesson plans, this is an essential text for all teachers and trainees who are responsible for the new Computing curriculum."
This timely new text provides an accessible introduction to teaching Computing, and computer programming. Specifically designed for non-specialists who need to develop new skills in Computing in order to meet the new curriculum requirements, it offers a useful guide to the subject, alongside worked examples of good practice. Packed full of practical advice, the book examines different approaches to introducing children from age 5 to Computing, and describes a wide range of tried and tested projects that have been proven to work in schools. Including case studies and a glossary of key terms, it covers:
Featuring a companion website www.literacyfromscratch.org.uk with extensive support materials, examples of pupils work, links to software and downloadable lesson plans, this is an essential text for all teachers and trainees who are responsible for the new Computing curriculum."
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.
Voldoen ten volle aan die vereistes van die Kurrikulum- en assesseringsbeleidsverklaring (NKABV). Eksamenoefening en assesseringsgeleenthede word verskaf. Riglyne van die volledige Assesseringsprogram word verskaf. Klaskamers regoor Suid-Afrika het die materiaal gebruik en beproef. Eksamensukses deur leerders te ondersteun en te betrek. Nuttige wenke vir klaskameronderrig.
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
This book is aimed at GCSE students. It provides comprehensive yet concise coverage of all the topics covered in the new AQA 8525 Computer Science specification, written and presented in a way that is accessible to teenagers. It will be invaluable both as a course text and as a revision guide for students nearing the end of their course. It is divided into nine sections covering every element of the specification. Sections 1, 2A and 2B of the textbook cover algorithms and programming concepts 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.
Discover how your everyday tech works while developing your coding skills! Computer graphics are everywhere! From the icons and buttons you tap to open and navigate apps to the impressive special effects in movies, these are created by computers and more or less complex code. Let's take a look inside how these work and learn to code our own in Create the Code: Computer Graphics. Using Scratch and HTML, you'll create a simple drawing app, code an explosion and even make a 3D model of the Solar System. Each book in the Create the Code series 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.
Learn how to write code, develop awesome apps and games, and build challenges to test your siblings and friends. With step-by-step instructions for using programming languages Scratch and Python, in just minutes you'll be developing your own maze games, drum machines and much more. Suitable for complete beginners and filled with fun projects, You Can Code makes coding easy and fun.
Many people take the Internet for granted. But there are places that lack Internet access. Being connected helps people connect, and new ideas are being developed and tested to bring the Internet to more of the world. This nonfiction book will keep students engaged in reading about Internet access as they build their literacy, vocabulary, and comprehension skills. Important text features include a glossary, index, and table of contents. The Reader's Guide and culminating activity require students to connect back to the text as they develop their higher-order thinking skills. Check It Out! provides resources for additional reading and learning. With TIME For Kids content, this book aligns with national and state standards and will keep grade 3 students reading from cover to cover.
Twelve mind-blowing Minecraft builds to spark your imagination. Are you a keen inventor? Looking for inspiration for your next epic build? Then look no further! Epic Inventions contains twelve incredible builds to inspire you to construct the most inventive builds in Minecraft. There's an intergalactic space station, an ancient temple, a kawaii waterways course, a giant meeple bedroom, an animal sanctuary, plus many more. Each build is presented to you by its builder - a construction expert eager to share their tips with you. As well as learning how to choose blocks and construct amazing builds, you'll also learn some excellent pro builder tips like how to build a creeper farm. Collect all of the official Minecraft books to become the best Minecrafter you can be: Minecraft Maps: 9781405294546 Minecraft Let's Build! Land of Zombies: 9781405294539 Minecraft Let's Build! Theme Park Adventure: 9781405293075 Minecraft Guide to Creative: 9781405285988 Minecraft Guide to Redstone: 9781405286008 Minecraft Guide to the Nether and the End: 9781405285995 Minecraft Guide to Enchantments and Potions: 9781405288958 Minecraft Guide to Farming: 9781405290104 Minecraft Blockopedia: 9781405273534 Minecraft: Exploded Builds: Medieval Fortress: 9781405284172 Minecraft The Survivors' Book of Secrets: 9781405283335 Minecraft Survival Tin: 9781405288200 Minecraft Mobestiary: 9781405286022 Minecraft: The Ultimate Construction Collection: 9781405291927 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.
Help your students learn essential ICT skills, from Microsoft Office (R) basics to animations and websites. This series brings a fresh approach to ICT for students from 7 to 14 years old, mapped to the Cambridge ICT Starters syllabus for examination from 2019. On Track builds on the document, multimedia, spreadsheet and database skills learners have developed throughout the series. They'll use spreadsheets to plan a holiday and create their own database. Each activity is clearly introduced, with step-by-step guidance to help learners master new skills. Key words and visual examples support students' understanding, while tip boxes provide helpful suggestions. Download source files for the activities from our website.
Exam Board: CCEA Level: GCSE Subject: Digital Technology First Teaching: September 2017 First Exam: June 2019 This title has been written to help ensure students' successful progress through CCEA's GCSE Digital Technology specification. Our expert authors provide insight and guidance for the mandatory Digital Technology unit and each of the Multimedia and Programming optional units, and have incorporated challenging tasks and activities to test essential knowledge and skills required for the examined and controlled assessment units. - Features comprehensive coverage of the examined Digital Technology unit - Builds students' Multimedia and Programming skills and capabilities (depending on their chosen pathway) through clearly focused content and activities to assess understanding and aid progression - Provides students with contexts to apply digital technology skills - Develops problem-solving skills with selected tasks for each pathway - Helps students prepare for success in externally examined and controlled assessments with opportunities to test and consolidate understanding through each unit
Providing practical guidance on enhancing learning through ICT in English, 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 accompanying downloadable resources. This book is highly recommended for all trainee and practising primary teachers.
Providing practical guidance on enhancing learning through ICT in maths, 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 accompanying downloadable resources. Suitable for all trainee and practising primary teachers.
This book is for teachers who are looking for interesting and practical ways to incorporate ICT into their daily lesson plans. It shows how ICT can be used as a tool for mathematics, but more importantly how its proper use can enhance the mathematics being taught. The authors cover all current aspects of ICT and mathematics, including:
With plenty of suggestions on how to use the software and hardware described in the book, this is a useful resource for all primary teachers, particularly subject co-ordinators for ICT and mathematics. It will also be of interest to students on PGCE and Initial Teacher Training courses.
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.
This concise yet thorough textbook presents an active-learning model for the teaching of computer science. Offering both a conceptual framework and detailed implementation guidelines, the work is designed to support a Methods of Teaching Computer Science (MTCS) course, but may be applied to the teaching of any area of computer science at any level, from elementary school to university. This text is not limited to any specific curriculum or programming language, but instead suggests various options for lesson and syllabus organization. Fully updated and revised, the third edition features more than 40 new activities, bringing the total to more than 150, together with new chapters on computational thinking, data science, and soft concepts and soft skills. This edition also introduces new conceptual frameworks for teaching such as the MERge model, and new formats for the professional development of computer science educators. Topics and features: includes an extensive set of activities, to further support the pedagogical principles outlined in each chapter; discusses educational approaches to computational thinking, how to address soft concepts and skills in a MTCS course, and the pedagogy of data science (NEW); focuses on teaching methods, lab-based teaching, and research in computer science education, as well as on problem-solving strategies; examines how to recognize and address learners' misconceptions, and the different types of questions teachers can use to vary their teaching methods; provides coverage of assessment, teaching planning, and designing a MTCS course; reviews high school teacher preparation programs, and how prospective teachers can gain experience in teaching computer science. This easy-to-follow textbook and teaching guide will prove invaluable to computer science educators within all frameworks, including university instructors and high school teachers, as well as to instructors of computer science teacher preparation programs.
Enhance your students' practical skills and develop their key content knowledge with this proven formula for effective, structured revision. Target success in OCR's Cambridge National Certificate in Information Technologies with this revision guide that brings together exam-style questions, revision tasks and practical tips to help students to review, strengthen and test their knowledge. With My Revision Notes, every student can: * Enjoy an interactive approach to revision, with clear topic summaries that consolidate knowledge and related activities that put the content into context. * Plan and manage a successful revision programme using the topic-by-topic planner. * Build, practice and enhance exam skills by progressing through revision tasks and Test Yourself activities. * Improve exam technique through exam-style questions and sample answers with commentary from an expert author and teacher.
Help your students learn essential ICT skills, from Microsoft Office (R) basics to animations and websites. This series brings a fresh approach to ICT for students from 7 to 14 years old, mapped to the Cambridge ICT Starters syllabus for examination from 2019. On Track builds on the skills learnt throughout the series and introduces them to web design, video and animation. They'll plan a computer network for school and create a game where players look after a virtual pet. Each activity is clearly introduced, with step-by-step guidance to help learners master new skills. Key words and visual examples support students' understanding, while tip boxes provide helpful suggestions. Download source files for activities from our website.
Prepared and tested by practicing teachers, this book guides primary staff to Internet sites of value to the national curriculum Key Stages 1 and 2. It provides not only practical activities and tasks, but also "how to" information and advice on developing and supporting class activities. With all teachers now being offered ICT training, this book supports staff in discovering ways to use ICT appropriately and successfully in the classroom. |
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