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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!
Gotta scratch 'em all!Can you find your favourite Pokemon? They're all hiding in this awesome Scratch and Sketch book! Use the wooden stylus to scratch and reveal classic characters like Pikachu, Bulbasaur, Charmander, Squirtle, Rowlet, Litten, Popplio and many more. Then create your own cool rainbow-coloured designs! This book provides hours of fun! The perfect gift for any Pokemon fanIncludes tons of fun activities and drawing prompts
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 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.
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).
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.
This book broadly educates preservice teachers and scholars about current research on computational thinking (CT). More specifically, attention is given to computational algorithmic thinking (CAT), particularly among underrepresented K-12 student groups in STEM education. Computational algorithmic thinking (CAT)-a precursor to CT-is explored in this text as the ability to design, implement, and evaluate the application of algorithms to solve a variety of problems. Drawing on observations from research studies that focused on innovative STEM programs, including underrepresented students in rural, suburban, and urban contexts, the authors reflect on project-based learning experiences, pedagogy, and evaluation that are conducive to developing advanced computational thinking, specifically among diverse student populations. This practical text includes vignettes and visual examples to illustrate how coding, computer modeling, robotics, and drones may be used to promote CT and CAT among students in diverse classrooms.
This Handbook describes the extent and shape of computing education research today. Over fifty leading researchers from academia and industry (including Google and Microsoft) have contributed chapters that together define and expand the evidence base. The foundational chapters set the field in context, articulate expertise from key disciplines, and form a practical guide for new researchers. They address what can be learned empirically, methodologically and theoretically from each area. The topic chapters explore issues that are of current interest, why they matter, and what is already known. They include discussion of motivational context, implications for practice, and open questions which might suggest future research. The authors provide an authoritative introduction to the field which is essential reading for policy makers, as well as both new and established researchers.
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 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.
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!
A simple user-friendly book which helps complete beginners of all ages get started using the web languages, HTML, CSS and JavaScript. After finishing this book, readers will have built their own website from scratch. With step-by-step instructions at every stage and quirky illustrations throughout.
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.
A complete six-year primary computing course that takes a real-life, project-based approach to teaching young learners the vital computing skills they will need for the digital world. Each unit builds a series of skills towards the creation of a final project, with topics ranging from designing your own robot to programming simple games and designing and creating web pages. Within each stage, key concepts are covered to give learners not only the skills they need to use technology effectively, but also the knowledge in how to do so creatively, safely and collaboratively: A* Understand how modern technology works A* Use a wide range of computer hardware and software for analytical and creative tasks A* Use the internet safely, respectfully, and selectively A* Write computer programs and develop computational thinking
Packed with expert tips, cheats, and hacks on redstone. With over one hundred screenshots, Hacks for Minecrafters: Redstone shows exactly how the experts wield redstone power, and how you can construct some classic and crazy contraptions and machines. Detailed step-by-step illustrated guides will let every player use redstone to defend their buildings in inventive ways.
First Published in 1995. Routledge is an imprint of Taylor & Francis, an informa company.
A complete six-year primary computing course that takes a real-life, project-based approach to teaching young learners the vital computing skills they will need for the digital world. Each unit builds a series of skills towards the creation of a final project, with topics ranging from designing your own robot to programming simple games and designing and creating web pages. Within each stage, key concepts are covered to give learners not only the skills they need to use technology effectively, but also the knowledge in how to do so creatively, safely and collaboratively: A* Understand how modern technology works A* Use a wide range of computer hardware and software for analytical and creative tasks A* Use the internet safely, respectfully, and selectively A* Write computer programs and develop computational thinking
Drawing together the most up-to-date research from experts all across the world, the second edition of Computer Science Education offers the most up-to-date coverage available on this developing subject, ideal for building confidence of new pre-service and in-service educators teaching a new discipline. It provides an international overview of key concepts, pedagogical approaches and assessment practices. Highlights of the second edition include: - New sections on machine learning and data-driven (epistemic) programming - A new focus on equity and inclusion in computer science education - Chapters updated throughout, including a revised chapter on relating ethical and societal aspects to knowledge-rich aspects of computer science education - A new set of chapters on the learning of programming, including design, pedagogy and misconceptions - A chapter on the way we use language in the computer science classroom. The book is structured to support the reader with chapter outlines, synopses and key points. Explanations of key concepts, real-life examples and reflective points keep the theory grounded in classroom practice. The book is accompanied by a companion website, including online summaries for each chapter, 3-minute video summaries by each author and an archived chapter on taxonomies and competencies from the first edition.
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