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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
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.
The world's fastest hedgehog is racing back to the big screen in
April 2022! Sonic is back and he's not alone! Sonic the Hegehog 2
Official Movie Poster Book includes 24 action-packed pull-out
posters of Sonic and friends.
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.
A complete three-year lower secondary 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
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.
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.
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.
* 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).
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.
Easy introduction for young children to the terms and nature of
coding. Fun and engaging style with colourful illustrations. Makes
the science of coding simple and relevant.|Easy introduction for
young children to the terms and nature of coding. Fun and engaging
style with colourful illustrations. Makes the science of coding
simple and relevant.
GUIDE TO MINECRAFT DUNGEONS is a companion to the game, created
especially for heroes who intend to vanquish the Arch-Illager and his
evil illager minions. It contains:
- strategy tips for all the malicious mobs you'll need to defeat
- hints about where to look for helpful items and treasure
- an in-depth look at each unique dungeon environment and what you'll
find there
- combo ideas for weapons, armour and artefacts to suit different play
styles
- insider info from the team who created Dungeons
ABOUT THE GAME
Minecraft Dungeons is an all-new action adventure game, inspired by the
classic dungeon crawlers. It's coming to PC, Nintendo Switch,
PlayStation 4, Xbox One and Xbox Game Pass in spring 2020. Up to four
players can team up and fight together in local and online co-op modes.
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.
A guide for kids who want to learn coding Coding is quickly
becoming an essential academic skill, right up there with reading,
writing, and arithmetic. This book is an ideal way for young
learners ages 8-13 who want more coding knowledge than you can
learn in an hour, a day, or a week. Written by a classroom
instructor with over a decade of experience teaching technology
skills to kids as young as five, this book teaches the steps and
logic needed to write code, solve problems, and create fun games
and animations using projects based in Scratch and JavaScript. This
2nd Edition is fully updated to no longer require any limited-time
software downloads to complete the projects. Learn the unique logic
behind writing computer code Use simple coding tools ideal for
teaching kids and beginners Build games and animations you can show
off to friends Add motion and interactivity to your projects
Whether you're a kid ready to make fun things using technology or a
parent, teacher, or mentor looking to introduce coding in an eager
child's life, this fun book makes getting started with coding fun
and easy!
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.
Learn how to draw the latest Fortnite Battle Pass designs with this
brand-new official guide from Epic Games. Want to recreate the
action-packed looks from the Battle Passes? Well, now you can with
this special themed guide, brought to you by Epic Games. With clear
step-by-step instructions to take you from initial sketch to
finished artwork, this book will help elevate your drawing skills
to Tier 100. INCLUDES: * 16 CLASSIC OUTFITS * 8 STYLISH EMOTICONS *
SUPERCOOL BACK BLING, GLIDERS, AND HARVESTING TOOLS * TOP DRAWING
TIPS Featuring the authentic Fortnite holographic seal.
Scaling Networks v6 Companion Guide is the official supplemental
textbook for the Scaling Networks v6 course in the Cisco Networking
Academy CCNA Routing and Switching curriculum. The Companion Guide
is designed as a portable desk reference to use anytime, anywhere
to reinforce the material from the course and organize your time.
The book's features help you focus on important concepts to succeed
in this course: * Chapter objectives-Review core concepts by
answering the focus questions listed at the beginning of each
chapter. * Key terms-Refer to the lists of networking vocabulary
introduced and highlighted in context in each chapter. *
Glossary-Consult the comprehensive Glossary with more than 250
terms. * Summary of Activities and Labs-Maximize your study time
with this complete list of all associated practice exercises at the
end of each chapter. * Check Your Understanding-Evaluate your
readiness with the end-of-chapter questions that match the style of
questions you see in the online course quizzes. The answer key
explains each answer. How To-Look for this icon to study the steps
you need to learn to perform certain tasks. Interactive
Activities-Reinforce your understanding of topics with dozens of
exercises from the online course identified throughout the book
with this icon. Videos-Watch the videos embedded within the online
course. Packet Tracer Activities-Explore and visualize networking
concepts using Packet Tracer exercises interspersed throughout the
chapters and provided in the accompanying Labs & Study Guide
book. Hands-on Labs-Work through all the course labs and additional
Class Activities that are included in the course and published in
the separate Labs & Study Guide.
Keep track of your stats, get creative, and take your game to the
next level with Epic Games' ONLY official logbook, including
full-color illustrations and featuring the authentic Fortnite
holographic seal. Record your progress and see how your game
evolves and improves! With space to list everything from the names
of your squad members to the contents of your locker, the Battle
Journal will chronicle to your road to glory. STAY ON TOP OF YOUR
STATS! Figure out which landing zones and strategies gain you the
most success! FOLLOW YOUR DAILY PROGRESS Post your key stats and
list all the loot you've picked up along the way. CREATE
CUSTOMIZATIONS Design your own Outfits, weapons, and plot future
maneuvers. Track your goals, look back on your greatest
achievements, and plan for the future. Don't miss your chance to
become a Battle Royale legend!
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.
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