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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
What do you need to know to teach computing in primary schools? How do you teach it? This book offers practical guidance on how to teach the computing curriculum in primary schools, coupled with the subject knowledge needed to teach it. This Seventh Edition is a guide to teaching the computing content of the new Primary National Curriculum. It includes many more case studies and practical examples to help you see what good practice in teaching computing looks like. It also explores the use of ICT in the primary classroom for teaching all curriculum subjects and for supporting learning in every day teaching. New chapters have been added on physical computing and coding and the importance of web literacy, bringing the text up-to-date. Computing is both a subject and a powerful teaching and learning tool throughout the school curriculum and beyond into many areas of children's learning lives. This book highlights the importance of supporting children to become discerning and creative users of digital technologies as opposed to passive consumers.
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
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.
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!
A technology book for kids! Do you want to create 3D digital games that'll impress your friends, family, and even yourself? This book shows you how to use Alice, a free 3D game programming environment, to make seriously cool video games you'll have as much fun building as you will playing! Create your own adventure--recreate your favorite story by giving the characters new choices and writing your own ending When zombies attack--make your very own escape room maze and attempt to defeat the enemy before it defeats you Technology Requirements: Hardware - PC or tablet with internet connection running Windows(R) 7 or higher or Mac with internet connection running Mac OS X(R) 10.7 or higher Software - Alice-a free programming platform that can be downloaded at alice.org.
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
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.
The Collins Cambridge IGCSETM ICT Student's Book Third Edition provides in-depth coverage of the IGCSE ICT syllabus (0417/0983) for examination from 2023. With an engaging approach that uses scenarios to build skills and link the theory to the practice of ICT, this course shows students how to make progress and prepare for their exams. Exam Board: Cambridge Assessment International Education * Be ready to teach the updated syllabus for examination from 2023 with the third edition of this popular coursebook. Fully and comprehensively updated to match the syllabus and include the latest hardware and software information. * Build skills with an engaging approach that uses scenarios to link the theory to the practice of ICT. * Fully cover the Cambridge IGCSE ICT syllabus. Each topic is broken down into manageable chunks to allow you to apply and consolidate your learning. * Have confidence in the content and approach of the Student's Book, which is written by highly experienced ICT teachers. * Successfully prepare for exams with end-of-session review and revise sections and summary boxes, as well as exam-style questions with annotated sample answers. * The accompanying download, available on the Collins site, includes source files to accompany practical tasks, as well as sample answers to past paper questions in the Student's Book with comments on these answers. Collins is working with Cambridge Assessment International Education towards endorsement of this title to support the full syllabus for examination from 2023.
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.
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.
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.
An introduction to coding for kids Coding know-how is the coolest new tool kids can add to their creativity toolboxes--and all they need to get started is a computer connected to the internet and the lessons in this book. Easy! The book offers fun step-by-step projects to create games, animations, and other digital toys while teaching a bit about coding along the way. Plus, each project has an end goal to instill confidence and a sense of accomplishment in young coders once the project comes to life. Create simple applications in Scratch to learn how to build things with coding Experiment with "real" coding with tools built in JavaScript Use free online tools Share what you build with friends, family, and teachers Get creative and get coding!
The ICT Teacher's Handbook is an indispensable guide for all teachers responsible for the teaching and management of ICT in the secondary school, both as a comprehensive introduction for students learning to teach ICT and as a source of ongoing support for busy practising teachers. Illustrated throughout with case studies, key further reading and guidance on where to find and how to choose the best software and resources, the book also features a guide to specifications, software for whole school support and a useful glossary of key terms. Key topics covered include: Organising and delivering the ICT National Curriculum at key stages 3 and 4 and post 16 Teaching and learning with VLEs, IWBs, social networking and mobile technologies Assessment, record keeping and reporting Popular hardware, software and networks External assessment, target setting and tracking Managing technical support and technicians Preparing for promotion and managing an ICT department Strategies for whole school management of ICT Written for trainee and experienced ICT teachers and managers in both English and international schools, The ICT Teacher's Handbook is an authoritative guide designed to support effective teaching and learning, and efficient use of technology in all schools.
Improving Computer Science Education examines suitable theoretical frameworks for conceptualizing teaching and learning computer science. This highly useful book provides numerous examples of practical, "real world" applications of major computer science information topics, such as: * Spreadsheets * Databases * Programming Each chapter concludes with a section that summarzies recommendations for teacher professional development. Traditionally, computer science education has been skills-focused and disconnected from the reality students face after they leave the classroom. Improving Computer Science Education makes the subject matter useful and meaningful by connecting it explicitly to students' everyday lives.
Assessing the most valuable technology for an organization is becoming a growing challenge for business professionals confronted with an expanding array of options. This 2007 book is an A-Z compendium of technological terms written for the non-technical executive, allowing quick identification of what the term is and why it is significant. This is more than a dictionary - it is a concise review of the most important aspects of information technology from a business perspective: the major advantages, disadvantages and business value propositions of each term are discussed, as well as sources for further reading, and cross-referencing with other terms where applicable. The essential elements of each concept are covered in a succinct manner so the reader can quickly obtain the required knowledge without wading through exhaustive descriptions. With over 200 terms, this is a valuable reference for non- and semi-technical managers, executives and graduate students in business and technology management.
Program 3D Games in C++: The #1 Language at Top Game Studios Worldwide C++ remains the key language at many leading game development studios. Since it's used throughout their enormous code bases, studios use it to maintain and improve their games, and look for it constantly when hiring new developers. Game Programming in C++ is a practical, hands-on approach to programming 3D video games in C++. Modeled on Sanjay Madhav's game programming courses at USC, it's fun, easy, practical, hands-on, and complete. Step by step, you'll learn to use C++ in all facets of real-world game programming, including 2D and 3D graphics, physics, AI, audio, user interfaces, and much more. You'll hone real-world skills through practical exercises, and deepen your expertise through start-to-finish projects that grow in complexity as you build your skills. Throughout, Madhav pays special attention to demystifying the math that all professional game developers need to know. Set up your C++ development tools quickly, and get started Implement basic 2D graphics, game updates, vectors, and game physics Build more intelligent games with widely used AI algorithms Implement 3D graphics with OpenGL, shaders, matrices, and transformations Integrate and mix audio, including 3D positional audio Detect collisions of objects in a 3D environment Efficiently respond to player input Build user interfaces, including Head-Up Displays (HUDs) Improve graphics quality with anisotropic filtering and deferred shading Load and save levels and binary game data Whether you're a working developer or a student with prior knowledge of C++ and data structures, Game Programming in C++ will prepare you to solve real problems with C++ in roles throughout the game development lifecycle. You'll master the language that top studios are hiring for-and that's a proven route to success. |
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