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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
What is more fun than playing Minecraft? Letting Megan Miller use full-color illustrations and step-by-step instructions teach you to play it better than ever! The Unofficial Minecrafters Master Builder Workshop is the fun and easy starting guide to making your own Minecraft builds! Helping you learn how to make all the cool builds you've seen online, this book comes packed with hundreds of step-by-step photos and instructions to make tinkering in your master building workshop simple! Find out all you need to know about tools, strategies, mining, and mobs to get you started on your Minecraft gaming adventure. Perfect for beginner to advanced Minecrafters who want to learn more! Includes hundreds of full-color photos to show every step of the way! Gets you thinking while building a world of fun! Break free from the standard designs and become the master builder you've always wanted to be with The Unofficial Minecrafters Master Builder Workshop!
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.
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.
The Collins Cambridge IGCSE(TM) ICT Student Book provides in-depth coverage of the 0417 syllabus with an engaging approach that uses scenarios to build skills and link the theory to the practice of ICT, while showing students how to make progress, prepare for exams and achieve their targets. * Build skills with an engaging approach that uses scenarios to link the theory to the practice of ICT. * Fully cover the Cambridge IGCSE(TM) ICT syllabus with each topic broken down into manageable chunks to allow you to apply and consolidate your learning. * Have confidence in the content and approach of the Student Book, which is written by highly experienced ICT teachers. * Prepare for exams with end of session review and revise sections, summary boxes, exam-style and past paper questions, sample answers at different grades and comments on these answers. * The accompanying CD-ROM includes source files to accompany practical tasks and answers to past paper questions in the Student Book.
This is a book about general principles of good programming practice for complete novices. The target reader is likely a teen who is curious about what makes a computer work, or an office worker who has been using computer applications for years and would like to spend some time delving deeper into what makes them tick.
* Appleman is a well-known, bestselling author of computing titles; has a great writing style and has valuable input/review on content from a teen focus group of technology users. * Contains the fundamentals that every teen should know: emphasizes protection of computers from viruses, and privacy issues (including identity theft), not just the usual online security that is hyped by the media. Emphasizes topics of interest to teens - for example: security on instant messaging and configuring firewalls for online gaming. * Unlike other security books written for parents, this book is written to empower teens to protect themselves and their computers. It requires no effort on the part of parents beyond buying the book and handing it to their teens. * Offers practical, well-researched much needed advice on how to protect teens and create a more secure home computing environment. (The author's survey showed over 50% of teens have had a computer virus. A recent Newsweek article describes how Oberlin college found viruses on 90% of the Windows machines of incoming freshmen).
Teach kids the concepts of coding in easy-to-understand language and help them develop games of their own with The Everything Kids' Scratch Coding Book! Understanding computer science is becoming a necessity in the modern age. As our world shifts towards becoming increasingly more technical and automated, the ability to code and understand computers has become one of the most valuable skills any child can have on the road to a successful life. More and more schools are recognizing this importance and have started to implement computer science and coding as core elements in their curriculums, right alongside math and history. The Everything Kids' Scratch Coding Book helps children get a head start on this new essential skill, with Scratch coding-a language designed by MIT specifically to help a younger audience learn to code. In no time, children will learn basic coding concepts, build fun games, and get a competitive edge on their classmates. This book encourages children to think analytically and problem-solve, while helping them develop an essential skill that will last them a lifetime.
Examining the way in which the internet and other information sources can be used to maximum potential within the classroom, this book bridges the gap between theory and practice and underpins how pupils can use the internet to improve their literacy and scientific skills. It also offers a range of situations and activities for direct use in the classroom. Drawing upon the most recent classroom research, this is an essential text for students, curriculum leaders and teachers who wish to improve their skills in this area.
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.
This book is for new or aspiring computer science teachers wishing to improve their subject knowledge and gain confidence in the classroom. And it's for experienced computer science teachers who wish to hone their practice, in particular in the areas of explicit instruction, tackling misconceptions and exploring pedagogical content knowledge. You will read some of the backstory to our subject - the "hinterland" - those fascinating journeys into history that make the subject come alive and place it in historical context. These stories will help you to enrich your lessons, cement core knowledge, develop cultural capital and help you excite a life-long love for the subject. We will go beyond the mark scheme to explore the subject knowledge behind the answers, giving you the confidence to discuss the field in greater depth, enabling you to use explicit instruction methods: presenting skills and concepts clearly and directly enabling student mastery. We will explore misconceptions that arise when teaching our subject, so you can "head them off at the pass". And we will look at teaching ideas - the pedagogical content knowledge (PCK) - exploring the helpful analogies, questions and activities that work for each topic: practices that can be lifted and dropped straight into the classroom to immediately enhance your teaching. Trainee or pre-service teachers, NQTs and early-career teachers will find this book invaluable, experienced teachers will find it inspiring, and all will benefit from a fresh look at the hinterland and subject pedagogy that makes computer science a fascinating subject to teach.
Many problems in classical mechanics can now be readily solved using computers. This text integrates Maple, a general-purpose symbolic computation program, into the traditional sophomore- or junior-level mechanics course. Intended primarily as a supplement to a standard text, it discusses all the topics usually covered in the course and shows how to solve problems using Maple and how to display solutions graphically to gain further insight. The text is self-contained and can also be used for self-study or as the primary text in a mechanics course.
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.
Computers are just for playing games, right? Many of your pupils will think so. It may be a cultural shift for both the pupils and their parents to change that perception of computing. However, the learning gained from the 'games' played on computers in the primary classroom will help to prepare children to live and work in the modern world. The teaching ideas in Teaching Primary Computing are engaging, easy to implement, and use mostly free tools that operate across the many digital platforms that primary schools use. Addressing every aspect of the National Curriculum, the book is split into year groups, and each chapter offers practitioners an essential summary of all the information and vocabulary needed to successfully implement exciting, well-structured lessons that will keep your class riveted!
Physics practical classes form an important part of many scientific and technical courses in higher education. In addition to the older standard experiments, such practicals now generally include a few computer-controlled experiments developed in association with the research groups active in the particular university or college. Since there is relatively little exchange of information between the teaching staff of different institutes, the personal computer, despite its ubiquity, is underexploited in this role as a teaching aid. The present book provides a detailed description of a number of computer-controlled experiments suitable for practical classes. Both the relevant physics and the computational techniques are presented in a form that enables the readers to construct and/or perform the experiment themselves.
First Published in 1995. Routledge is an imprint of Taylor & Francis, an informa company.
A beginner's guide to coding using Python, one of the most popular computer languages. Step-by-step instructions show how to get started and write a simple program. New commands are introduced with examples and colourful pictures so by the end of the book, readers can code games, drawings and more. Includes extra help and downloads online. |
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