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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
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.
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
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.
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 are now established as an important aspect of contemporary education. We live in times where social media applications such as Facebook, Twitter, Tumblr and Snapchat are mainstream educational tools; where most new educational technologies claim to have a 'social' element; and it increasingly makes no sense to distinguish between learning 'online' and 'offline'. It studies users' experiences and views of social media; addresses questions of equality and diversity concerning who is doing what with social media; examines how the use of social media applications sits alongside pre-existing cultures and structures of schooling; and brings to light the unintended and unexpected results of social media in education. Altogether, this collection of writing provides a nuanced and interesting discussion of the realities of social media use across different aspects of education. This book was originally published as a special issue of Learning, Media and Technology.
(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!
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.
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.
There's a new kid at Zombie's middle school and everyone thinks he is so cool. But the more Zombie hangs out with him, the more trouble he gets into. Not only that, but Zombie's friend's are noticing that Zombie is changing...a lot! Zombie is dressing different, acting different, even smelling different. Even Steve, Zombie's best friend is worried. Is this new Mob kid as cool as everyone thinks he is, or is he really a Minecraft Wolf in Sheep's clothing? Jump Into this Zany Minecraft Adventure and Find Out!
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.
Teach kids the concepts of coding in easy-to-understand language and help them develop games of their own with The Everything Kids' Scratch Coding Book! Understanding computer science is becoming a necessity in the modern age. As our world shifts towards becoming increasingly more technical and automated, the ability to code and understand computers has become one of the most valuable skills any child can have on the road to a successful life. More and more schools are recognizing this importance and have started to implement computer science and coding as core elements in their curriculums, right alongside math and history. The Everything Kids' Scratch Coding Book helps children get a head start on this new essential skill, with Scratch coding-a language designed by MIT specifically to help a younger audience learn to code. In no time, children will learn basic coding concepts, build fun games, and get a competitive edge on their classmates. This book encourages children to think analytically and problem-solve, while helping them develop an essential skill that will last them a lifetime.
Get ready to code with this easy-to-use series full of projects and tips to get kids programming. Each book in the Ready, Steady Code! series has 4 step-by-step projects with an introduction section (Ready), project preparation section (Steady), and the coding for the project section (Code!). The programming language is introduced with clear simple explanations and illustrations, making concepts such as loops and variables easy to understand. Each book includes information on checking and de-bugging and encourages the reader to use what they have learned to create their own coding projects. In Coding with Hopscotch, you can take a trip on the Titanic, land an aeroplane, monkey about in the rainforest and make music without an instrument. The easy-to-follow, step-by-step instructions will guide you through coding these fantastic projects. Once you've got the hang of it, there are different challenges you can choose to really test your coding skills and handy troubleshooting hints to help if you need them. With Ready, Steady, Code, you'll soon be ready for the world of coding. Perfect for independent learning or code clubs, with simple explanations and clear instructions. Includes information on how to stay safe online.
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
These Study Guides have been developed exclusively with the Caribbean Examinations Council (CXC(r)) to be used as an additional resource by candidates who are following the Caribbean Secondary Education Certificate (CSEC(r)) programme. They provide candidates with extra support to help them maximise their performance in their examinations.
Make it! Code it! Break it! Mod it! Code This Game! is a nonfiction visual guide that teaches young readers, 10-14, how to program and create their very own video game. Each chapter introduces key coding concepts as kids build an action strategy game in Python, an open-source programming language. The book features an innovative stand-up format that allows kids to read, program, and play their game simultaneously. With easy-to-follow, step-by-step instructions, Code This Game! teaches kids to build a strategy action game called "Attack of the Vampire Pizzas!" The book also teaches how to modify the game and follow one's imagination by incorporating downloadable art assets. By the time kids finish the book, they'll have mastered basic coding concepts and created a personalised game.
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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