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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
Designing for Learning in a Networked World provides answers to the
following questions: what skills are required for living in a
networked world; how can educators design for learning these skills
and what role can and should networked learning play in a networked
world? It discusses central theoretical concepts and draws on
current debates about competences necessary to thrive in
contemporary society. The book presents detailed analyses of skills
needed and investigates the question of how one can design for
learning in specific empirical cases, ranging in academic level
from preschool to university teaching. The book clarifies the
different conceptions of design within the educational field and
offers a framework for thinking critically about instances of
networked learning. It analyses digital and Computational Literacy
and discusses participatory skills for learning in a networked
world. Examples of specific empirical cases include teaching
programming to students not necessarily intrinsically motivated to
learn; facilitation of a participatory public in the library and
designs for children's transition from day-care to primary school,
discussed as a matter of networked contexts. Engaging thoughtfully
with the question of '21st century skills', this book will be vital
reading to scholars, researchers and students within the fields of
education, networked learning, learning technology and the learning
sciences, digital literacy, design for learning, and library
studies.
Debates in ICT and Computing Education explores the major issues
teachers encounter in their daily professional lives. It encourages
critical reflection and aims to stimulate both novice and
experienced teachers to think more deeply about their practice, and
link research and evidence to what they have observed in schools.
Chapters tackle established and contemporary issues enabling
teachers to reach informed judgements and argue their point of view
with deeper theoretical knowledge and understanding. Debates
include teacherless classrooms; personalised learning; creativity;
digital literacy; visual literacy; e-tools; learning platforms; and
opportunities for lifelong learning.
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.
(An Unofficial Minecraft Book)
Ever wonder what it would be like to be a Minecraft Zombie?
In the first book of this hilarious Minecraft adventure series, we get to read the diary of an actual 12 year old Minecraft Zombie.
Take a peek at what is really going on between the hollow eyes, and dead expression that we normally see when we face the dreaded Zombies of Minecraft.
Are Zombies really different from us? You'll be surprised at what you discover.
So, jump into this Minecraft adventure and find out!
Diary of a Minecraft Zombie is a must-read for any kid who loves Minecraft. Kids ages 6+ can't wait to jump into to these Minecraft adventures!
Get Your Copy Today!
A new series of bespoke, full-coverage resources developed for the
2016 GCSE Computer Science qualifications. Written for the OCR GCSE
Computer Science specification for first teaching from 2016, this
print Student Book and enhanced digital bundle is designed to help
students master underlying computing principles and concepts, and
develop their computational thinking, programming and
problem-solving skills. Interactive worksheets consolidate
students' learning and rich digital content including animations
help relate computer science to everyday life. This resource allows
students to annotate text and add audio notes, and enables teachers
to assess, track and report on students' progress. Accessible
online and on tablet devices through the Cambridge Elevate app (iOS
and Android).
Now fully updated to reflect recent changes in the curriculum,
Computing and ICT in the Primary School encourages teachers, and
pupils, to realise the potential of a full range of ICT and
computing resources. Tackling computing head on, this book enables
trainee and experienced teachers to better understand what
computing is and how to use ICT effectively in teaching and
learning. It is not a 'how to' guide or a collection of lesson
plans, but instead balances research-based theory with everyday
experiences, challenging readers to understand teaching methods and
how they translate into a range of suitable teaching and learning
strategies using ICT. This book offers primary teachers the
knowledge, skills and confidence to plan, teach and assess
creatively to enhance learning across the whole curriculum. This
second edition includes updates of all chapters and completely new
chapters on: * mobile technologies * social media, and * modern
foreign languages. Gary Beauchamp places theory and practice hand
in hand, providing a uniquely relatable resource based on his own
teaching practice, classroom experience and research. This text is
crucial reading for both serving teachers and those in training on
undergraduate and PGCE courses, Education Studies courses and MA
(Ed) programmes.
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!
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.
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