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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
Real-world technology projects pair up with inspiring biographies
of female computer scientists to make a full-color book that will
have kids ages 8 to 11 eager to develop their own apps! Do you like
solving problems? Are you dying to automate even the simplest of
processes? Do you always need to know how things work? Programming
is the process of breaking down complex tasks into a set of
instructions. This is what programmers do when they write code that
will make your computer do what you tell it to! In Gutsy Girls Go
for Science: Programmers with STEM Projects for Kids, readers ages
8 to 11 meet five female programmers who made revolutionary
discoveries and inventions that changed the way people used
technology! Ada Lovelace, Grace Hopper, the ENIAC women, Dorothy
Vaughan, and Margaret Hamilton all broke through barriers of both
gender and race to succeed in a field they loved. * Through
hands-on STEM projects such as designing a web page, creating a
prototype, and learning about variables, kids gain critical
thinking skills just like the ones necessary to succeed in the
field. * Essential questions, cool facts about female programmers,
and links to online resources all reinforce high-level learning. *
Using a fun narrative style, engaging illustrations combined with
photography, fascinating facts, essential questions, and hands-on
projects, this book deepens readers' creative thinking skills.
About the Gutsy Girls Go for Science set and Nomad Press
Programmers is part of a set of four Gutsy Girls Go for Science
books that explore career connections for young scientists. The
other titles in this series include Paleontologists, Engineers, and
Astronauts. Nomad Press books in the Gutsy Girls Go for Science
series integrate content with participation, encouraging readers to
engage in student-directed learning. Combining content with
inquiry-based projects stimulates learning and makes it active and
alive. Nomad's unique approach simultaneously grounds kids in
factual knowledge while allowing them the space to be curious,
creative, and critical thinkers. All books are leveled for Guided
Reading level and Lexile and align with Common Core State Standards
and National Curriculum Standards for Social Studies. All titles
are available in paperback, hardcover, and ebook formats.
This series is designed to meet the needs of students and lecturers
of the National Certificate Vocational. Features for the student
include: Easy-to-understand language; Real-life examples; A key
word feature for important subject terms; A dictionary feature for
difficult words; A reflect-on-how-you-learn feature to explore
personal learning styles; Workplace-oriented activities; and
Chapter summaries that are useful for exam revision.
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.
Coding, Robotics, and Engineering for Young Students builds
foundational computer science and robotics skills and knowledge in
bright Pre-K-grade 2 students. Originally developed as enrichment
courses for Northwestern University's Center for Talent
Development, this curriculum emphasizes active, hands-on, and
collaborative learning. Students are challenged to learn computer
science content, such as coding, and robotics and engineering
concepts, as well as practice high-level academic skills, such as
creative problem solving, computational thinking, and critical
thinking. Instructional practices balance screen time with active,
collaborative classroom engagement. Learning is deepened when
students are challenged to navigate the transition from a virtual
learning environment to a tangible learning environment. The
lessons can be implemented as standalone enrichment experiences or
as part of a coordinated scope and sequence that leads to higher
level computer science and engineering studies. Grades Pre-K-2
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Logic
(Paperback)
John Wood
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R264
R214
Discovery Miles 2 140
Save R50 (19%)
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Ships in 9 - 15 working days
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Use your big monkey brain to do things that even your teachers
can't do. With these books, you will talk to computers, create
games, draw pictures and find information. Come on, code monkeys -
let's write some code!
Assessing the most valuable technology for an organization is
becoming a growing challenge for business professionals confronted
with an expanding array of options. This 2007 book is an A-Z
compendium of technological terms written for the non-technical
executive, allowing quick identification of what the term is and
why it is significant. This is more than a dictionary - it is a
concise review of the most important aspects of information
technology from a business perspective: the major advantages,
disadvantages and business value propositions of each term are
discussed, as well as sources for further reading, and
cross-referencing with other terms where applicable. The essential
elements of each concept are covered in a succinct manner so the
reader can quickly obtain the required knowledge without wading
through exhaustive descriptions. With over 200 terms, this is a
valuable reference for non- and semi-technical managers, executives
and graduate students in business and technology management.
Minecraft Master Builder: Monsters is a step-by-step player's guide
to building griffins, yetis, minotaurs and many more monsters in
Minecraft. Featuring everything from heraldic beasts to Norse and
Greek mythical monsters, this fun and interactive guide will
inspire readers to build amazing monstrous Minecraft models. Each
build is rated a Quick, Intermediate, Master or Supreme Master
Build, and a list of materials is provided for each project, plus
guidance on how long each build will take. There's even information
on all kinds of beasts from legend and folklore, including
pictures, facts and mythology.
This Handbook describes the extent and shape of computing education
research today. Over fifty leading researchers from academia and
industry (including Google and Microsoft) have contributed chapters
that together define and expand the evidence base. The foundational
chapters set the field in context, articulate expertise from key
disciplines, and form a practical guide for new researchers. They
address what can be learned empirically, methodologically and
theoretically from each area. The topic chapters explore issues
that are of current interest, why they matter, and what is already
known. They include discussion of motivational context,
implications for practice, and open questions which might suggest
future research. The authors provide an authoritative introduction
to the field which is essential reading for policy makers, as well
as both new and established researchers.
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Shopping
(Hardcover)
Shalini Vallepur; Designed by Danielle Rippengill
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R398
R326
Discovery Miles 3 260
Save R72 (18%)
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Ships in 9 - 15 working days
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The internet connects us with people from all around the world.
People use the internet every day to buy things, play games, talk
with their friends, and find things out about the world around
them. It is very useful, but it can also be dangerous. From
shopping and gaming to information and social media, Internet
Issues teaches you all about how to stay safe on the internet.
Have you ever wondered how computers can make so much happen? How
do they perform calculations, show movies and run amazing games?
These are all examples of computer programs or applications (often
known simply as apps). Coding Club is a unique new series of coding
books that will guide young programmers to create their own
versions of familiar games and challenge them to adapt and
experiment with programs. With clear explanation and step-by-step
layout, the series starts right at the beginning and works its way
up over four flexible levels. The skills required for each level
are introduced in the core books and the additional books at each
level give young programmers the chance to develop and practice
those skills in an area of their interest.
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.
Perfect for independent learning or code clubs, with simple
explanations and clear instructions. Includes information on how to
stay safe online.
An accessible, inclusive guide aimed at helping young fans get in
touch with their geeky side by offering advice and creative ways to
get involved, celebrate, and interact with their favorite fandoms!
Being a fan is a big deal. Whether it's comics, video games,
podcasts, cosplay, books, films, or something else, there are so
many ways to share and celebrate with the things that you love. So,
as the pop culture audience and all the geeky spaces grow to
include more families and younger fans, it's high time for a guide
to help young fans navigate the world of fandom and its many
flourishing communities. With practical information and insight
from a diverse and inclusive group of creators from across pop
culture and specializing in a wide variety of mediums, Kid's Guide
to Fandom is the perfect geeky primer for young fans. Organized by
type of fandom medium, each chapter offers a brief introduction
about each medium as well as plenty of easy to digest information
on how to: * Creating Fan Fic & Art * Creating a Cosplay *
Starting a Podcast * Designing and Creating Games (video games,
tabletop, and other role playing games) * Find and Create
supportive Communities * Learn about different types and popular
conventions to attend With eye-catching two-color illustrations
throughout, playful sidebars, inspiring advice, fandom glossary,
and interactive elements like quizzes and character sheets, Kid's
Guide to Fandom is the perfect guide to help young fans navigate
and contribute to the amazing space that is fandom.
Discover how today's amazing inventions and technologies work while
developing your Scratch coding skills! Recreate the technology that
lives in robots with code. Learn about sensors, create a robot arm
game, program a robot and much more! Each book in the Code: STEM
series 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. Perfect for exploring
STEAM and other high-interest topics. Great for readers aged 9 and
up.
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