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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.
"Build your Python coding skills step-by-step and have fun doing it! Learn to programme simple games, apps, and more. Python is easier than other professional coding languages, but no less powerful. Use the hands-on approach of Computer Coding Python Projects for Kids and learn how it all works. Make your way through step-by-step projects that build your knowledge gradually, from simple functions to building a space treasure game. This clear and approachable book will guide you through the new terms and phrases until you're confident in your coding skills. Hints and helpful tips will assist with common problems, as well as encouraging creative thinking with notes on how you can personalise and adapt your projects. Computer Coding Python Projects for Kids has all you need to master Python, one of the world's most popular computer programming languages. Just follow the steps and you'll be building fantastic games and handy apps in no time. "
This friendly beginner's guide covers the basics of Scratch coding, one of the most popular programs used in UK primary schools on the National Curriculum. With step-by-step instructions showing children how to create games, animations and more, plus Scratch menu guides, a glossary and links to websites for free downloads and helpful tips.
Educators have long struggled to teach students to be critical consumers of the information that they encounter. This struggle is exacerbated by the amount of information available thanks to the Internet and mobile devices. Students must learn how to determine whether or not the information they are accessing is reputable. Fighting Fake News! focuses on applying critical thinking skills in digital environments while also helping students and teachers to avoid information overload. According to a 2017 Pew Research report, we are now living in a world where 67% of people report that they get their "news" from social media. With the lessons and activities in this book, students will be challenged to look at the media they encounter daily to learn to deepen and extend their media literacy and critical thinking skills. Now more than ever, teachers need the instruction in Fighting Fake News! to teach students how to locate, evaluate, synthesize, and communicate information. Grades 4-6
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.
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.
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 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.
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.
Summer Vacation is Almost Here and 12 Year Old Zombie Just Can't Wait! Join Zombie on a Hilarious Adventure as He Tries to Make it Through the Last Few weeks Before Summer Break. 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!
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? Get Your Copy Today and Jump into the Adventure and See!
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