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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
Did you know that you can teach a robot to play soccer? Or that you can ride in a car driven by a computer? Packed with fascinating facts and fun activities and experiments, STEAM & Me books use science, technology, engineering, arts, and math to feed your curiosity and spark your creativity. STEAM & Me is all about you!
This collection of vintage 1930s-1940s Bendy comic strips is a must-have for those wanting to peek into the silly, scary world of Bendy and his friends! For those dying to know more about the simple, darkly funny cartoons produced at Joey Drew Studios, look no further than this illustrated collection of comics based on the exploits of Bendy, Boris the Wolf, Alice Angel and all their friends! This collection of vintage comic strip adaptations brings to life the best of the many cartoon features produced by Joey Drew Studios.
It's Friday the 13th and Herobrine is on a mission to destroy Steve and All of Minecraft. But can Zombie and his friends help Steve overcome this epic battle? Or, will they get in even more trouble as they embark on another hilarious Minecraft adventure? Jump into this Zany Minecraft Adventure and Find Out!
Zombie Has Discovered New and Amazing Creatures in the Minecraft World called Pixelmon! Except little by little the Pixelmon are disappearing and nobody knows why. Can Zombie, Steve and their Minecraft friends save the Pixelmon from utter extinction? Or will they get into even more wacky trouble than ever before? Jump Into Another of Zombie's Zany Minecraft Adventures and Find Out!
What makes the Focus computer applications technology grade 12 course unique? Step-by-step 'How to...' features guide learners clearly through new skills and applications; the learner's book comes with its own CD that contains electronic files to support all activities in the book; the teacher's guide comes with its own CD that contains electronic files with the answers for all the activities, as well as additional exam support and practice. Focus on exam success! Fully CAPS compliant; opportunities for exam practice and assessment; complete programme of assessment provided; used and tested in schools throughout South Africa; supports and engages learners for success.
How-to books related to computer science (CS) and teaching CS in K-12 environments are often either step-by-step guides or reference books, with little or no connection to pedagogy. By contrast, Coding Math offers the analytical foundation teachers need to inform their practice, specifically in mathematics. This book will serve as a deep dive into CS integration for elementary teachers, providing guidelines for designing integrated CS/math curricula through case studies and practical examples. Grounded in research, the book's mini-lessons contrast visual-based coding with text-based programming and provide guidance in the selection and creation of lessons, instructional materials and CS platforms to help educators prepare students for the careers of the future.
Target exam success with My Revision Notes. Our updated approach to revision will help students learn, practise and apply skills and understanding. Coverage of key content is combined with practical study tips and effective revision strategies to create a guide students can rely on to build both knowledge and confidence. My Revision Notes: AQA GCSE Computer Science will help students: > Strengthen subject knowledge and key terms by working through clear and focused key content > Test understanding and identify areas for improvement with 'check your understanding' questions > Plan and manage a successful revision programme with the 'exam breakdown', 'countdown to the exams' and 'now test yourself' sections > Check answers to the practice questions against the answers provided > Enhance exam technique through exam-style questions and tips from a leading team of expert authors
The Edexcel International GCSE (9-1) ICT Student Book provides comprehensive coverage of the new specification and is designed to supply students with the best preparation possible for the examination. These new resource also have international relevance and support at their core. Learning is embedded with differentiated exercises and exam practice throughout. Provides free access to an ActiveBook, a digital version of the Student Book, which can be accessed online, anytime, anywhere supporting learning beyond the classroom. Transferable skills, needed for progression into higher education and employment, are signposted allowing students to understand, and engage with, the skills they're gaining. Reviewed by a language specialist to ensure the book is written in a clear and accessible style for students whose first language may not be English. Glossary of key terminology. Teacher support materials available online. Available: August-September 2017
Social Media: Pedagogy and Practice examines how interactive technologies can be applied to teaching, research and the practice of communication. This book demonstrates how social media can be utilized in the classroom to build the skillsets of students going into journalism, public relations, integrated marketing, and other communications fields.
Zombie is going through some really weird changes. Weirder than a 13 year old Minecraft Zombie is used to. It's all because of these crazy things that are causing all kinds of havoc in his life...His feelings! Will Zombie be able to get a grip? Or will his pre-teen angst get the better of him? Jump Into this Zany Minecraft Adventure and Find Out! Get Your Copy Today!
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!
What does is it mean for girls of color to become techno-social change agents--individuals who fuse technological savvy with a deep understanding of society in order to analyze and confront inequality? Kimberly A. Scott explores this question and others as she details the National Science Foundation-funded enrichment project COMPUGIRLS. This groundbreaking initiative teaches tech skills to adolescent girls of color but, as importantly, offers a setting that emphasizes empowerment, community advancement, and self-discovery. Scott draws on her experience as an architect of COMPUGIRLS to detail the difficulties of translating participants' lives into a digital context while tracing how the program evolved. The dramatic stories of the participants show them blending newly developed technical and communication skills in ways designed to spark effective action and bring about important change. A compelling merger of theory and storytelling, COMPUGIRLS provides a much-needed roadmap for understanding how girls of color can find and define their selves in today's digital age.
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.
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.
Designing for Learning in a Networked World provides answers to the following questions: what skills are required for living in a networked world; how can educators design for learning these skills and what role can and should networked learning play in a networked world? It discusses central theoretical concepts and draws on current debates about competences necessary to thrive in contemporary society. The book presents detailed analyses of skills needed and investigates the question of how one can design for learning in specific empirical cases, ranging in academic level from preschool to university teaching. The book clarifies the different conceptions of design within the educational field and offers a framework for thinking critically about instances of networked learning. It analyses digital and Computational Literacy and discusses participatory skills for learning in a networked world. Examples of specific empirical cases include teaching programming to students not necessarily intrinsically motivated to learn; facilitation of a participatory public in the library and designs for children's transition from day-care to primary school, discussed as a matter of networked contexts. Engaging thoughtfully with the question of '21st century skills', this book will be vital reading to scholars, researchers and students within the fields of education, networked learning, learning technology and the learning sciences, digital literacy, design for learning, and library studies.
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.
No matter what you teach, there is a 100 Ideas title for you! The 100 Ideas series offers teachers practical, easy-to-implement strategies and activities for the classroom. Each author is an expert in their field and is passionate about sharing best practice with their peers. Each title includes at least ten additional extra-creative Bonus Ideas that won't fail to inspire and engage all learners. Coding comprises half of the National Curriculum strands for computing, and 100 Ideas for Primary Teachers: Coding is packed with resources that will give every teacher the confidence to deliver it. The easy-to-follow and practical activities in this book will be invaluable for all teachers, whether they are new to coding and just getting to grips with the basics, or are more experienced and wish to expand their repertoire. All the ideas have been carefully selected and written to be appropriate for the widest range of pupils' ages and abilities, and to be used with most coding platforms and devices - making them compatible with any existing scheme. Readers can also access and download additional free resources and templates online - 100 ideas is just the start!
This book is about two boy who are pen pals. Tommy, from England, visits his pen pal, hango, in Namibia. Together they go on an exciting adventure through the Oshana
This book constitutes the refereed proceedings of the 46th Annual Conference of the Southern African Computer Lecturers' Association on ICT Education, SACLA 2017, held in Magaliesburg, South Africa, in July 2017. The 22 revised full papers presented together with an extended abstract of a keynote paper were carefully reviewed and selected from 63 submissions. The papers are organized in topical sections on ICT students of a new generation; technology and gaming in nowadays education; educational cooperation with the ICT industry; computer programming education; ICT courses and curricula.
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. |
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