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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
Learn how to write code and then build your own website, app and game using HTML, CSS and JavaScript in this essential coding guide for kids from expert organization Young Rewired State. Learn how to write code and then build your own website, app and game using HTML, CSS and JavaScript in this essential guide to coding for kids from expert organization Young Rewired State. Over 6 fun missions learn the basic concepts of coding or computer programming and help Professor Bairstone and Dr Day keep the Monk Diamond safe from dangerous jewel thieves. In bite-size chunks learn important real-life coding skills and become a technology star of the future. Young Rewired State is a global community that aims to get kids coding and turn them into the technology stars of the future.
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.
Social media star and comedian Josh Sundquist takes readers on his hilarious journey to the fringes of viral stardom to discover if it's possible to be both very famous and very happy. As a semi-famous internet creator, Josh Sundquist knows what it's like to chase fame, but he also knows that more fame usually means more stress. So he set out on a pseudo-scientific investigation to find out if there is any way for fame and happiness to overlap. He attempts to define the word "fame"-hint: it's harder than you'd think. He turns back time to identify the first facially-recognizable celebrity (you might know his former BFF Brutus). He digs into the numbers to debunk urban legends associated with stardom (ever heard of the 27 Club?). He talks to other semi-famous people (from K-pop sensations to former child stars) and asks them: Is this fame thing making you happy? If not, why are you doing it? If so, what's your secret? All while recounting funny stories about his own cringy fame-seeking (like his many attempts, and failures, to get onto MTV). Packed with playful diagrams, fascinating insights from celebrities, and embarrassing truths from Josh's experience with semi-fame, this is a must-read for anyone who has ever dreamed of becoming famous...or at least going viral on TikTok.
It's time for a brand new Minecraft guide! How to Beat Minecraft is the independent and unofficial guide with everything a player could possibly need to finish the game in survival mode. Starting from the very first moment you begin the game in a completely new world, the book will show you the best methods for mining, crafting and creating a shelter, then lead you through farming, making enchanted objects, interacting with villagers, and exploring. Finally, you'll learn how to enter the dangerous world of the Nether and survive there, and how to beat the Ender Dragon and complete the game. It's packed full of info on the very latest completely new elements in Minecraft, including pillagers, pandas, shipwrecks and more. This epic book has everything that a player needs to beat Survival Mode and become a Minecraft champion!
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.
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
Educators have long struggled to teach students to be critical consumers of the information that they encounter. This struggle is exacerbated by the amount of information available thanks to the Internet and mobile devices. Students must learn how to determine whether or not the information they are accessing is reputable. Fighting Fake News! focuses on applying critical thinking skills in digital environments while also helping students and teachers to avoid information overload. According to a 2017 Pew Research report, we are now living in a world where 67% of people report that they get their "news" from social media. With the lessons and activities in this book, students will be challenged to look at the media they encounter daily to learn to deepen and extend their media literacy and critical thinking skills. Now more than ever, teachers need the instruction in Fighting Fake News! to teach students how to locate, evaluate, synthesize, and communicate information. Grades 4-6
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.
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 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.
Fortnite has re-emerged from the black hole for Chapter 2! The 100% Unofficial Fortnite Annual 2021 is the perfect Christmas gift for gamers. It includes the best skins, emotes and accessories, as well as a round-up of the most impressive vehicles, the best sports mini games, builds and escape rooms in Creative, plus tips for the best attack and defence strategies and much more.
This friendly beginner's guide covers the basics of Scratch coding, one of the most popular programs used in UK primary schools on the National Curriculum. With step-by-step instructions showing children how to create games, animations and more, plus Scratch menu guides, a glossary and links to websites for free downloads and helpful tips.
Consolidate coding skills and knowledge with engaging practice books for ages 7-11 containing easy-to-follow activities and projects, supported by accompanying teacher's notes. - Save time with 12 step-by-step activities per book across a range of applications, covering key requirements of the computing curriculum. - Embed and practice coding skills with creative activities and manageable pupil led projects suitable for use as standalone practice books, or to consolidate knowledge from Switched on Computing. - Stretch and challenge more able pupils with open ended activities - Teach lessons of the highest quality whatever your expertise with comprehensive teacher's notes. Book 3 for ages 9-10 covers Kodu, Snap! and Logo
Compute-IT will help you deliver innovative lessons for the new Key Stage 3 Computing curriculum with confidence, using resources and meaningful assessment produced by expert educators. With Compute-IT you will be able to assess and record students' attainment and monitor progression all the way through to Key Stage 4. Developed by members of Computing at School, the national subject association for Computer Science, and a team of Master Teachers who deliver CPD through the Network of Excellence project funded by the Department for Education, Compute-IT provides a cohesive and supportive learning package structured around the key strands of Computing. Creative and flexible in its approach, Compute-IT makes Computing for Key Stage 3 easy to teach, and fun and meaningful to learn, so you can: Follow well-structured and finely paced lessons along a variety of suggested routes through Key Stage 3 Deliver engaging and interesting lessons using a range of files and tutorials provided for a range of different programming languages Ensure progression throughout Key Stage 3 with meaningful tasks underpinned by unparalleled teacher and student support Assess students' work with confidence, using ready-prepared formative and summative tasks that are mapped to meaningful learning outcomes and statements in the new Programme of Study Creative and flexible in its approach, Compute-IT makes Computing for Key Stage 3 easy to teach, and fun and meaningful to learn. This is the second title in the Compute-IT course, which comprises three Student's Books, three Teacher Packs and a range of digital teaching and learning resources delivered through Dynamic Learning.
Almost 100 activities inspired by Minecraft that boys and girls will love: word search, spot the difference, crossword puzzles, mazes, and more! Gamers can explore new biomes, battle ferocious mobs, and build dazzling new structures wherever you are-whether on a long car trip or at the beach! This vibrant, fun book of activities for is jam-packed with puzzles and games to keep even the most meticulous Minecrafter entertained for hours upon hours. Games include: Stave Says Creeper Twins Hostile Mob Alpha Code Squared Up: Farm Bobs Find the Portal And more This adventure series is created especially for readers who love the fight of good vs. evil, magical academies like Hogwarts in the Harry Potter saga, and games like Minecraft, Terraria, and Pokemon GO. Beat your boredom with a treasure trove of activities, straight from your favorite game!
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.
This fun, accessible guide contains instructions on how to build and play 12 different minigames within Minecraft. It's fun, simple and perfect for anyone who plays Minecraft with buddies online. Have you ever wanted to race, quest or even play Battle Royale with friends in Minecraft? All it takes to make a cool minigame is some time, some blocks and an online friend or two! The games are designed to be made in regular Minecraft, with no mods or hacking needed. They range in difficulty from simple mazes to more complex race tracks and obstacle courses. Thanks to simple, clear instructions, building the games is as much fun as making them. There's also lots of information on how to get Minecraft multiplayer working, how to get your friends involved, and how to make sure you're playing safely. The minigames include archery practice, Battle Royale, obstacle courses, arenas, race courses, boating challenges, and even sky races.They're perfect for anyone who wants to play and create at the same time - or for anyone who loves playing Minecraft with friends.
This practical, hands-on book explains how to ensure that your students are information and communication technology literate-that is, competent with a range of tools, technologies, and techniques for seeking out and applying information. The importance of teaching information and communication technology (ICT) literacy is clear: without it, students will be ill-equipped to find and use information in all its forms as well as produce and present information in all forms. Unfortunately, most ICT literacy educational programs are irregular, incomplete, or arbitrary. Classroom teachers, teacher librarians, and technology teachers need a complete ICT program-one with clearly defined goals and objectives, planned and coordinated instruction, regular and objective assessment of learning, and formal reporting of results. This book explains how to integrate the objectives of ICT literacy into your school's established curricular structure. The book explains the rationale for a having a comprehensive ICT program, describes how to develop a Big6 by the Month program, and defines the challenges in the areas of information-seeking strategies, location and access, use of information, synthesis, and evaluation. It also includes templates for grade-level objectives; a scenario plan, program plan, lesson plan, and unit plan; summary evidence and criteria; performance descriptors; a presentation readiness checklist; and Big6 by the Month checklists for instructional leaders, teachers, and teacher librarians. Helps librarians better understand and implement the information and communication technology (ICT) skills required of 21st-century students Presents dozens of figures, templates, and lessons to aid librarians in implementing comprehensive ICT literacy programs that reach all students in all schools Provides highly relevant concepts for librarians at all schools or districts seeking to achieve local, state, or Common Core educational standards
There is still great uncertainty in the teaching profession regarding the effective delivery of ICT. This introductory book provides both trainee and practising teachers with a clear understanding of the ICT National Curriculum and how to teach it. Combining extensive practical advice with a critical discussion of the key theoretical issues, the book will help teachers develop their pupil's true ICT capability through clear explanations of the Programmes of Study, full guidance on using QCA Scheme of Work, different and creative ideas for delivering the ICT National Curriculum, and the confidence and ability to go beyond the QCA Sceme of Work for ICT.
An easy, step-by-step guide to enable YOU to draw Fortnite's most iconic Outfits, weapons, accessories, and more, brought to you by Epic Games and featuring the authentic Fortnite holographic seal. Think the intricate designs in Fortnite look difficult to reproduce? Think again. This all-new collection breaks down each drawing into simple, step-by-step stages, zeroing in on the details and providing expert tips and hints along the way. Armed with nothing more than a pencil and paper, YOU TOO can create drawings that will strike fear into your enemies. LET'S DO IT! * From Peely to Rippley, Black Shield to Bonesy, Lavawing to Laser Chomp, HOW TO DRAW: VOLUME 2 is crammed full of your favorite Fortnite items * Featuring a drawing tutorial intro to help you brush up on your techniques, plus helpful tips and hints throughout * Aimed at a range of abilities, progressing from easier sketches to more challenging designs
In Project Code: Animation, young coders can use and refine their Scratch skills to create cool, professional animations. Project Code is a great series for young coders already familiar with Scratch, who are ready to take the next step. With a series of fun projects to master, each book allows readers to explore, create and learn coding fundamentals as they go along. This series supports the National Curriculum for Computing at KS2 and is ideal for readers aged 6 and up.
This book was first published in 2006. Technologists have the ideas. Lawyers know the rules. But for business managers and investors, rules and ideas don't readily combine into a strategic vision. No longer is intellectual property (IP) just a necessary expense for large technology companies. Competing and succeeding in the marketplace requires an in-depth understanding of IP - its use as a weapon, as a shield, and as a monetizable asset. Yet in a world where fortunes can rise or founder on the strength of an IP portfolio, hesitation to enter this arcane, unfamiliar world still abounds. This book equips the business manager with a working, practical knowledge essential to creating and exploiting IP wealth. It shows investors how to evaluate IP strength and competitive value. With its results-oriented perspective and international focus, Intellectual Property for Managers and Investors is essential for those with decision making-responsibility at the interface where business and innovation meet. |
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