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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
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.
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!
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.
Computers touch our lives everyday, in countless ways, but how do they know what to do? How do we communicate with them and they with each other? Computer language! Grace Hopper was a pioneer in computer programming, a woman whose scientific research led to computer-language tools and technology still in use today. Her story is filled with trial and error, and, in this book, readers can follow her journey step by step.
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.
WHAT'S IN YOUR LOADOUT? From boogie bombs to grenades, traps to grapplers, shotguns to assault rifles, Fortnite features a formidable array of weapons to help you rule the roost at Battle Royale. This collectors' edition features all the key items you will have seen in Seasons 1 to 9, in a user-friendly format designed to showcase the best firepower Fortnite has to offer. Which guns will YOU be running with? PLAY TO YOUR STRENGTHS Which weapons to keep an eye out for to suit your personal play style - and how to use them effectively RIDERS ON THE STORM How to combine the right weapons with the right vehicles to stay one step ahead of the pack UNLOCK THE VAULT Travel back in time and remind yourself of fan favourites from seasons past An official handbook from Epic Games, creators of FORTNITE, the BIGGEST gaming brand in the world.
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.
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 programming activities in the Student's Book. - Aid understanding with vocabulary flashcards and audio to aid pronunciation and offer support to ESL learners. - Tackle technical concepts with automated PowerPoint presentations that help students to clearly see the working and logic that underpins problem-solving for these topics.
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.
Unofficial hacks, tips, and tricks to help gamers survive in the world of Five Nights at Freddy's! Five Nights at Freddy's is an iconic jump-scare horror game experience with massive appeal for kids and adults of all ages. Ever since its 2014 release, it has made an indelible mark on pop culture and earned the attention of content creators and influencers the world over. From its creepy animatronic characters to its darkly compelling story, Five Nights at Freddy's is ripe with the kind of drama and tension that makes players come back for more. Its devoted network of fans is perpetually hungry for the next installment or DLC. Thanks to its lasting popularity over the last decade, the Five Nights at Freddy's franchise has grown to include eight main installments and a slew of popular spinoffs. Survive the Five: Unofficial Pro Gamer Secrets for Five Nights at Freddy's is the must-have guide for mastering each one. Survive the Five offers fans of all ages a chance to revel in the history, lore, and nightmare-worthy narrative of the hit game and collect useful (and entertaining) intel on the origins and importance of the franchise's eerie main characters, Freddy Fazbear, Chica, Bonnie, and Foxy. They'll also pick up expert tips and strategies to navigate each bone-chilling level like a pro. There's no job more terrifying than the one you get in Five Nights at Freddy's: a security guard at Freddy Fazbear's Pizzeria. But if you know how to listen to phone messages, how to using power sparingly, and how to carefully track the location of each animatronic enemy, you might just live another day. Full-color screenshots from the game itself and clear step-by-step instructions offer a comprehensive, user-friendly tour of everything players need to know. Insider tips, tricks, and fun easter eggs for the core games in the franchise turn readers into unstoppable Five Nights survivors.
Exam Board: Cambridge Level: IGCSE Subject: ICT First teaching: September 2015; First exams: June 2017 Suitable for the 2020 exams Letts Cambridge IGCSE (R) ICT Revision Guide provides clear and accessible revision content to support all students, with lots of practice opportunities to build your confidence and help you prepare for your Cambridge IGCSE (R) ICT assessments. Covering the latest Cambridge IGCSE (R) ICT syllabus, this revision guide includes: Clear and concise syllabus coverage for the theory and practical papers Topics in short, user-friendly sections to help you plan your revision in manageable chunks Revision tips to provide essential assessment guidance Quick tests and exam-style practice questions for every topic, including access to files for practical activities A supporting glossary with easy-to-understand definitions of key terms
This comprehensive resource is written to cover the Cambridge IGCSE ICT syllabus (0417). Cambridge IGCSE (R) ICT Second edition provides a complete course for developing and practising the skills required for students of Cambridge IGCSE ICT. The coursebook contains detailed explanations of concepts, worked examples and exercises to consolidate knowledge. The accompanying CD-ROM contains the source files required to complete the practical tasks set in the chapters. This Revised edition incorporates changes made to the syllabus for examination from 2020. Answers to the coursebook questions are in the teacher's resource.
Discover how your everyday tech works while developing your coding skills! Computer graphics are everywhere! From the icons and buttons you tap to open and navigate apps to the impressive special effects in movies, these are created by computers and more or less complex code. Let's take a look inside how these work and learn to code our own in Create the Code: Computer Graphics. Using Scratch and HTML, you'll create a simple drawing app, code an explosion and even make a 3D model of the Solar System. Each book in the Create the Code series explains the key computer code and systems that are used to create and control the tech you use everyday such as the Internet, your smartphone, music and films and your apps. Step-by-step activities teach you how to create your own versions on screen with code. The series uses Scratch, HTML and MIT's App Inventor as the coding languages. Author Max Wainewright is a leading authority on teaching kids to code. Perfect for coders aged 9 and up.
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 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.
Teach computing with confidence, whatever your level of subject knowledge. A component of the Oxford International Primary Computing series, Teacher's Guide (levels 1-3) gives you the tools you need to grow students' digital literacy and develop their computational thinking and programming competence. Providing support at every level, this guide provides expert guidance and support for delivering compelling lessons at every level. 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.
Exam Board: OCR Level: GCSE 9-1 Subject: Computer Science Suitable for the 2023 exams Targeted practice questions covering the GCSE grade 9-1 curriculum This Collins OCR Computer Science GCSE 9-1 Workbook contains topic-based questions as well as a full practice paper and answers. With lots of realistic practice opportunities for a variety of different exam-style questions. With a workbook and practice exam paper in one book, it contains plenty of practice opportunities to ensure the best results. For even more practice QR codes link directly from the topics in the workbook to online worked solution videos. Includes: * selection of questions covering each topic * topic-by-topic practice * complete exam-style paper * online video solutions for every topic
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 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. |
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