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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
Edexcel's new GCE in Applied ICT resources give you complete
confidence in teaching the AS and A Level End-User Single Award.
Written by a chief examiner and experienced teacher, the materials
are based exactly on the content of the specification and exams.
Confidence with teaching this exciting new qualification Published
by Edexcel, these resources guide students through the whole
specification using real-life examples The Teacher CD offers
suggestions for delivery, alternative approaches, homework, answers
and assessment guidance Assessment and exam support Each section
provides practical guidance for tackling each of the internally
assessed units Ebook tasks help students to build eportfolios with
confidence Key advice on tackling the examination and full practice
assessments are provided, both written by a chief examiner Digital
resources launch straight from the Activebook The ActiveBook (a
digital version of the Students' Book with pages directly linked to
additional resources) seamlessly integrates ICT, supporting
students through step-by-step digital demonstrations andsource
files, saving you time. The ActiveBook is available both on the
CD-ROM within the Students' Book and as a networkable site licence
for whole-class use.
Learn how to code in Python by building and playing your own computer games, from mind-bending brainteasers to crazy action games with explosive sound effects and 3D graphics.
Whether you're a seasoned programmer or a beginner hoping to learn Python, you'll find Computer Coding Python Games for Kids fun to read and easy to follow. Each chapter shows how to construct a complete working game in simple numbered steps. Using freely available resources, such as PyGame Zero and Blender, you can add animations, music, scrolling backgrounds, 3D scenery, and other exciting professional touches.
After building the game, find out how to adapt it to create your own personalised version with secret hacks and cheat codes!
Along the way, you'll master the key concepts that programmers need to write code - not just in Python but in all programming languages. Find out what bugs, loops, flags, strings, tuples, toggles, and turtles are. Learn how to plan and design the ultimate game - and then play it to destruction as you test and debug it. Before you know it, you'll be a coding genius!
Discover how today's amazing inventions and technologies work while developing your coding skills
Recreate the technology that lives in space technology with code. Learn aboutgravity, create a jetpack game, program a spaceship's return to Earth and much more!
Each book goes inside a different machine or technology and explains the key computer code and systems that are controlling them. Step-by-step activities teach you how to create your own versions of these machines on screen, and bring them to life - with code!
The focus is placed on modern technologies that actually use code to work, rather than looking back at steam engines, etc. This will keep the practice of coding firmly in the contemporary.
The series uses Scratch as the coding language, as this is still the most used, user-friendly and flexible in building projects, however no prior experience of Scratch is expected and each book will include an introduction to Scratch.
Perfect for exploring STEAM and other high-interest topics. Great for reader 9 and up.
Help students to develop and apply problem solving and
computational thinking skills in context with the practical,
step-by-step approach of Complete Computer Science. This
comprehensive text supports the previous Cambridge IGCSE (0478)
& O Level (2210) syllabuses. Build strong achievement with
extensive programming support and plenty of practice exercises that
ensure through understanding of trickier topics like number
representation, flowcharts, pseudocode and databases. Challenge
students who have the potential to excel with plenty of stretching
extension material. Written by highly experienced authors and
examiners, Complete Computer Science is also supported by an
extensive Teacher Guide, to help you deliver the course
effectively.
First Coding introduces children to the basic principles of
programming and computing, from being safe on the internet to their
first steps in computer logic. This series uses easy-to-read text
and colourful images, as well as real examples of code.
Teaching primary computing without computers? The Computing
curriculum is a challenge for primary school teachers. The
realities of primary school resources mean limited access to
computer hardware. But computing is about more than computers.
Important aspects of the fundamental principles and concepts of
computer science can be taught without any hardware. Children can
learn to analyse problems and computational terms and apply
computational thinking to solve problems without turning on a
computer. This book shows you how you can teach computing through
'unplugged' activities. It provides lesson examples and everyday
activities to help teachers and pupils explore computing concepts
in a concrete way, accelerating their understanding and grasp of
key ideas such as abstraction, logic, algorithms and data
representation. The unplugged approach is physical and
collaborative, using kinaesthetic learning to help make computing
concepts more meaningful and memorable. This book will help you to
elevate your teaching, and your children's learning of computing
beyond the available hardware. It focuses on the building blocks of
understanding required for computation thinking.
What do you need to know to teach computing in primary schools? How
do you teach it? This book offers practical guidance on how to
teach the computing curriculum in primary schools, coupled with the
subject knowledge needed to teach it. This Seventh Edition is a
guide to teaching the computing content of the new Primary National
Curriculum. It includes many more case studies and practical
examples to help you see what good practice in teaching computing
looks like. It also explores the use of ICT in the primary
classroom for teaching all curriculum subjects and for supporting
learning in every day teaching. New chapters have been added on
physical computing and coding and the importance of web literacy,
bringing the text up-to-date. Computing is both a subject and a
powerful teaching and learning tool throughout the school
curriculum and beyond into many areas of children's learning lives.
This book highlights the importance of supporting children to
become discerning and creative users of digital technologies as
opposed to passive consumers.
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