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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
Voldoen ten volle aan die vereistes van die Kurrikulum- en assesseringsbeleidsverklaring (NKABV). Eksamenoefening en assesseringsgeleenthede word verskaf. Riglyne van die volledige Assesseringsprogram word verskaf. Klaskamers regoor Suid-Afrika het die materiaal gebruik en beproef. Eksamensukses deur leerders te ondersteun en te betrek. Nuttige wenke vir klaskameronderrig.
This book is an ideal resource for exploring and discussing online safety and includes topics such as using search engines, playing online games, cyber bullying, trolls and much more. Me and My World explores topics that are important to children aged 6 plus as they grow up. The text and illustrations provide lots of talking points and questions help children to relate information to themselves and discover their similarities and differences. In the classroom, the books are great for exploring the topics in the RSE 2020 curriculum. The titles in the series are Being safe, My behaviour, My family, My friends, My growing body and Life online.
Written to support 11 - 14 year-old students in developing technological literacy and competence, Just Click for the Caribbean Third Edition provides a strong foundation for lower secondary students to study Information Technology at CSEC level. Designed by experts from the region, this curriculum-aligned course fully supports the syllabus you follow. This third edition has been fully revised with scaffolded topics that develop students' theoretical and practical and practical knowledge in Information Technology, encouraging independent learning and providing a foundation for further study.
Learn how to write code, develop awesome apps and games, and build challenges to test your siblings and friends. With step-by-step instructions for using programming languages Scratch and Python, in just minutes you'll be developing your own maze games, drum machines and much more. Suitable for complete beginners and filled with fun projects, You Can Code makes coding easy and fun.
A complete six-year primary 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
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.
ALL THE CRAZIEST HIGHLIGHTS FROM FORTNITE'S LATEST SEASONS IN THE BRAND-NEW OFFICIAL ANNUAL FROM EPIC GAMES It's been another wild ride in the world of Fortnite, with new challenges, rewards, map changes, and awesome Outfits keeping the game as fresh as ever. Now, in this official yearbook from Epic Games, you can relive all the major Battle Royale stories and surprises from the past 12 months. Packed full of fun features, cool artwork, quizzes, and exclusive inside knowledge, this is essential reading for any Fortnite fan.
"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 compilation of stimulating 10-minute exercises addresses new trends in the mastery of keyboarding skills. It also meets the requirements of the new syllabus. All typists, whether they are beginners typing 15 wpm, or advanced students at 75 wpm, will benefit from graded exercises that gradually increase syllabic intensity a completely new approach. The exercises in this title not only test the student, but are informative and thought-provoking, linking learning with technical progress. Keyboarding speed and accuracy exercises is an essential tool and an integral part of the training programme of aspirant typists.
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.
The only textbook that fully supports the OxfordAQA International GCSE Computer Science specification (9210), for first teaching from September 2017. The practical, step-by-step approach enables students to develop and apply problem solving and computational thinking skills in context. This ensures they are exam ready and prepares them for further study or life in the working world. Thoroughly prepare students for the theoretical and practical papers with extensive coding and programming support plus opportunities for practice. Clear explanations ensure students have a thorough understanding of trickier topics such as such as number representation, relational databases and SQL. This pack includes one print textbook and one online textbook. The online textbook can be accessed on a wide range of devices and the licence is valid until 31st December 2027, for use by one student or teacher. Your first login will be sent to you in the mail on a printed access card.
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
This guidebook has the inside scoop on Gym battles all over the Pok mon world, in every explored region, including Galar! This updated guide has all the details you need as you battle your way from gym to gym to the glory of a regional Tournament-and even battle against the Elite Four. From battling Brock for the Boulder badge to challenging psychic twins Tate and Liza for the Mind Badge, travel across every known region of the Pok mon world!
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.
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.
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