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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
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!
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!
This Handbook describes the extent and shape of computing education research today. Over fifty leading researchers from academia and industry (including Google and Microsoft) have contributed chapters that together define and expand the evidence base. The foundational chapters set the field in context, articulate expertise from key disciplines, and form a practical guide for new researchers. They address what can be learned empirically, methodologically and theoretically from each area. The topic chapters explore issues that are of current interest, why they matter, and what is already known. They include discussion of motivational context, implications for practice, and open questions which might suggest future research. The authors provide an authoritative introduction to the field which is essential reading for policy makers, as well as both new and established researchers.
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.
Cambridge IGCSE Computer Science Coursebook is designed to provide up to date and comprehensive material to cover recent developments in computer science. The content has been written by experienced IGCSE teachers and computer science trainers, offering readers support on the theoretical and practical aspects of the course. It contains detailed explanations of concepts, with examples and tasks to help students consolidate their skills.
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.
Practitioners and students wishing to know how very young children develop an awareness of ICT will find this text invaluable. ICT has arguably one of the biggest impacts on every-day 21st century life, so its inclusion in the Early Years Foundation Stage curriculum reflects the need to encourage forward-looking practice in classrooms and nurseries. This book enables you to help young children develop their knowledge, understanding and skill in the use of ICT, with chapters from contributors with a wide range of practical experience. Full of ideas and new thinking, this practical guide shows you how to: promote independence in children's use of ICT through resources like digital cameras and role-play toys. explore the nature of creativity through ICT, using it to support the more traditional areas of art, music, dance and writing use ICT to enhance the physical and sensory aspects of outdoor learning experiences. harness the potential of ICT in reaching children with a variety of different learning needs, particularly those with profound and multiple learning difficulties, or autistic spectrum disorders. value children's home experiences of ICT and build on what they already know, and how to work with parents in developing their child's ICT capability. ICT can underpin all areas of learning for young children; this highly practical, inspirational and informative text is therefore relevant to all practitioners and students training in Early Years education.
The internet is full of amazing possibilities but, just like the real world, there are a lot of potential dangers and difficulties too. You need to know what to watch out for and how to protect yourself. Whether you're worried about oversharing on social media or coming across dangerous people, this guide gives you tips and tools to take control and stay safe online.
Packed with expert tips, cheats and hacks - learn everything about mods so that you can really make your Minecraft world your own! Tips include: * How to install mods * A guide to the best mods you can get * Mods o' magic * Playing with mod packs * And much, much more! Mods can alter gameplay, make your game run faster, add new mobs and even create entirely new dimensions. With over one hundred screenshots and step-by-step illustrated guides, this guide will take your Minecrafting to the next level! This book is not authorized or sponsored by Microsoft Corp., Mojang AB, Notch Development AB or Scholastic Inc., or any other person or entity owning or controlling rights in the Minecraft name, trademark, or copyrights.
Music Technology in Education lays out the principles of music technology and how they can be used to enhance musical teaching and learning in primary and secondary education. Previously published as "Computers in Music Education," this second edition has been streamlined to focus on the needs of today s music education student. It has been completely updated to reflect mobile technologies, social networks, rich media environments, and other technological advances. Topics include:
" Music Technology in Education" provides a strong theoretical and philosophical framework for examining the use of technology in music education while outlining the tools and techniques for implementation in the classroom. Reflective Questions, Teaching Tips, and Suggested Tasks link technology with effective teaching practice. The companion website provides resources for deeper investigation into the topics covered in each chapter, and includes an annotated bibliography, website links, tutorials, and model projects. "
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.
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.
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.
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.
A complete six-year primary 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
Have you ever wondered how computers can make so much happen? How do they perform calculations, show movies and run amazing games? These are all examples of computer programs or applications (often known simply as apps). Coding Club is a unique new series of coding books that will guide young programmers to create their own versions of familiar games and challenge them to adapt and experiment with programs. With clear explanation and step-by-step layout, the series starts right at the beginning and works its way up over four flexible levels. The skills required for each level are introduced in the core books and the additional books at each level give young programmers the chance to develop and practice those skills in an area of their interest.
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.
Illustrated revision and practice.Absolute clarity is the aim with a new generation of IGCSE Computer Science revision guide. This clear study guide has been expertly compiled and edited by successful former teachers of Computer Science, highly experienced examiners and a good dollop of scientific research into what makes revision most effective and more accessible. Past examinations question 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. This book is suitable for the 0478 9-1 IGCSE, the 0984 A*-G IGCSE and the 2210 O Level for examination in 2023 onwards. Hundreds of marks worth of examination style questions Answers provided for all questions within the books Illustrated topics to improve memory and recall Specification references for every topic Examination tips and techniques Free Python solutions pack |
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