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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
A Zombie Apocalypse is threatening to end Minecraft as we know it. And it also just might totally ruin Zack's 13th Birthday Party. But, will Zack and his friends be able to stop the Zombie Apocalypse so that they can finally enjoy some cake and cookies at Zack's Birthday Bash? Jump Into the Adventure and Find Out! Get Your Copy Today!
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.
Women have always made video games, from the 1960s and the first-of-its-kind, projector-based Sumerian Game to the blockbuster Uncharted games that defined the early 2000s. Women have been behind the writing, design, scores, and engines that power one of the most influential industries out there. In Gamer Girls, now you can explore the stories of 25 of those women. Bursting with bold artwork, easy-to-read profiles, and real-life stories of the women working on games like Centipede, Final Fantasy, Halo, and more, this dynamic illustrated book shows what a huge role women have played-and will continue to play-in the creation of video games. With additional sidebars about other influential women in the industry, as well as a glossary and additional resources page, Gamer Girls offers a look into the work and lives of influential pixel queens such as: * Roberta Williams (one of the creators of the adventure genre) * Mabel Addis Mergardt (the first person to write a video game) * Muriel Tramis (the French "knight" of video games) * Keiko Erikawa (creator of the otome genre) * Yoko Shimomura (composer for Street Fighter, Final Fantasy, and Kingdom Hearts) * Rebecca Heineman (first national video game tournament champion) * Danielle Bunten Berry (creator of M.U.L.E. and early advocate for multiplayer games) * and more! Whether you're a gamer girl who plays video games, a gamer girl who makes video games, or a parent raising a gamer girl, this entertaining, inspiring book will have you itching to pick up a controller or create your own video games!
Super Rabbit Boy always saves the day, but can he save space? Pick a book. Grow a Reader!This series is part of Scholastic's early chapter book line, Branches, aimed at newly independent readers. With easy-to-read text, high-interest content, fast-paced plots, and illustrations on every page, these books will boost reading confidence and stamina. Branches books help readers grow!Help! Meanie King Viking is causing trouble out in space! Super Rabbit Boy knows he can stop him. But can he fly a wobbly Level 1 rocketship, stop an army of space robots, and find King Viking? This latest Press Start! adventure is simply out of this world!With full-color art by Thomas Flintham!
Your essential guide to Fortnite, the biggest game of the year, combining info on Battle Royale and Save the World modes into the ultimate one-stop winner's manual. Inside, there are crucial combat tips, Save the World survival advice, building instructions and tons of Battle Royale secrets, plus loads of stunning screenshots. It's everything you need to be the last one standing! * Combat essentials section, all about weapons, tactics and sneaky tricks. * Dedicated sections on how to create the deadliest traps andstructures. * Profiles of the best tools and weapons, and where to find them. * Suitable for complete beginners, but full of advanced info, too. * Special tips encourage co-operative play with info on communication.
How much trouble can a 12 year old Zombie get into, just to take his mind off of the grueling last few weeks before Summer break? A lot more than you would expect! Find out about all of the crazy ideas Zombie comes up with, just so he can have the best Summer ever. Jump into This Zany Minecraft Adventure Today! Get Your Copy Now!
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 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.
12 year old Zombie is back for another hilarious and exciting adventure. This time Zombie is up against some of the meanest and scariest mob bullies at school. Will he be able to stop the mob bullies from terrorizing him and his friends, and make it back in one piece? Jump into the Adventure and See!
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.
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.
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.
Providing guidance that helps students practice and troubleshoot their exam technique,these books send them into their exam with the confidence to aim for the best grades. - Enables students to avoid common misconceptions and mistakes by highlighting them throughout - Builds students' skills constructing and writing answers as they progress through a range of practice questions - Allows students to mark their own responses and easily identify areas for improvement using the answers in the back of the book - Helps students target their revision and focus on important concepts and skills with key objectives at the beginning of every chapter - Ensures that students maximise their time in the exam by including examiner's tops and suggestions on how to approach the questions This title has not been through the Cambridge International endorsement process.
WHEN IT COMES TO USING TECHNOLOGY IN THE CLASSROOM ARE YOU... ...a nervous beginner in need of tips for getting started? ...an expert user searching for some high-tech, creative activities? ...an ICT coordinator looking for advice on how to plan and implement your school provision? With the implementation of the new Primary Computing curriculum there has never been a better time to get your knowledge of ICT and the best ways to use it in the Primary classroom up to scratch! Whatever your level, there are activities and advice in this book for you. The Ultimate guide to using ICT across the primary curriculum is the definitive guide to embedding ICT in all subjects across the primary school. From using digital cameras and Beebots to Twitter and mobile apps, the creative and up-to-date ideas in this book will motivate and engage your pupils and prepare them for the changing world of technology they are living in. As well as step by step instructions on how to use a variety of technologies effectively, this book covers e-safety and the digital child, planning and budgeting your provision and how to use technology to support children with special educational needs. The Foreword is written by Stephen Heppell, in which he says: [this book] is filled with sensible pragmatic advice, from the way it helps teachers to self rate themselves, through its wonderfully grounded 'here is a technology, why might you use it, what can you do approach' to its recession-aware reference back to the costs of each technology....it is full of today's advice, today's technology and really helps today's teachers build a properly digital school, right away.'
What kind of work might be taken over by Artificial Intelligence (AI)? From doing dangerous jobs to helping to create products, the ideas are endless. Learn how the future of work might change because of AI.
Click Start: Computer Science for Schools is an eight level series of textbooks for students. Books 1 to 5 focus on the fundamentals of computer science. This includes the knowledge of software, hardware, networking, internet, MS Office, LOGO. The following key features are interspersed in each chapter of these books: Snap Recap, Learning Objectives, Fact Files, Quick Key and Try This, Activities, Exercises, Glossary and Now You Know, Lab Work, Biographies, Teacher's Notes. An interactive CD-ROM, with 3D animations, activities, games, exercises, printable worksheets and audio-visual learning modules catering to both versions - Windows XP and Windows 7, is included.
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.
We are working with Cambridge Assessment International Education to gain endorsement for this forthcoming title. Created with teachers and students in schools across the globe, Boost is the next generation in digital learning for schools and colleges, bringing quality content and new technology together in one interactive website. The Teacher's Guide includes a print handbook and a subscription to Boost, where you will find a range of online resources to support your teaching. - Confidently deliver the revised syllabus with lesson plans, scheme of work, answers for all Student's Book activities and full electronic solutions for all practical activities in the Student's 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).
The simplest, most visual introduction to coding for adults. Using a graphic method to break complex subjects into user-friendly chunks, computer coding has never been easier thanks to this programming book. Here's what you'll find inside the pages of this coding for beginners book: - To reinforce learning, practical coding projects are followed by suggestions and challenges for the reader to adapt and personalise a project - Step-by-step explanations visually break down each section of code and explain how coding works - Written and checked by a team of expert coders - Includes widely used languages, from introduction to career-useful From learning Python coding and Javascript to HTML and Scratch, Beginner's Step-by-Step Coding Course brings the most essential coding skills within easy reach! Each chapter contains tutorials on practical programming projects designed to teach you the main applications of each coding language, such as building websites, creating games, and designing apps. You'll learn to think like a programmer by breaking a problem down into parts, before turning those parts into lines of code. Short, easy-to-follow steps then show you, piece by piece, how to build a complete programme. This essential coding guide contains everything you need to get on the road to code! It's perfect for anyone who wants to learn to code for a hobby or who wants to take their first steps towards a career in coding. |
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