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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
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.
In Project Code: Create Computer Games, young coders can use and refine their Scratch skills to create their own cool, professional computer games. Project Code is a great series for young coders already familiar with Scratch, who are ready to take the next step. With a series of fun projects to master, each book allows readers to explore, create and learn coding fundamentals as they go along. This series supports the National Curriculum for Computing at KS2 and is ideal for readers aged 6 and up.
In Project Code: Animation, young coders can use and refine their Scratch skills to create cool, professional animations. Project Code is a great series for young coders already familiar with Scratch, who are ready to take the next step. With a series of fun projects to master, each book allows readers to explore, create and learn coding fundamentals as they go along. This series supports the National Curriculum for Computing at KS2 and is ideal for readers aged 6 and up.
Children who have difficulty with handling a pen or pencil or who have problems with organising movements at a cerebral level are at a great disadvantage in school no matter what their intellectual and academic levels may be. Personal computers and electronic keyboards can revolutionise the lives of children with these types of difficulties enabling them to perform in the classroom with their peers. However, since such equipment is costly, it is essential that an accurate assessment is made of the child's needs and abilities to ensure that appropriate equipment is chosen. It is equally important when teaching keyboarding skills to select methods and techniques which are appropriate to each child's strengths and weaknesses.
In Project Code: Create Computer Games, young coders can use and refine their Scratch skills to create their own cool, professional computer games. Project Code is a great series for young coders already familiar with Scratch, who are ready to take the next step. With a series of fun projects to master, each book allows readers to explore, create and learn coding fundamentals as they go along. This series supports the National Curriculum for Computing at KS2 and is ideal for readers aged 6 and up.
Do you have a fantastic business idea but don't know where to start? Or perhaps you love your computer and want to make some money from something you enjoy doing. This book is a fantastic guide containing all the tips and tricks you need to your computer into a profitable enterprise and become a young entrepreneur (a Kidpreneur!). Sample areas covered include: blogs, vlogs, youtube, monetising your content, video gaming and online surveys. There is a strong emphasis on how to keep safe and what dangers to be aware of, for example in dealing with people in your money-making enterprise. It is part of the How to Make Money series - books that turn young people into young entrepreneurs, whether they're into cooking, computers, upcycling or simply using their spare time profitably!
What makes the Focus computer applications technology grade 12 course unique? Step-by-step 'How to...' features guide learners clearly through new skills and applications; the learner's book comes with its own CD that contains electronic files to support all activities in the book; the teacher's guide comes with its own CD that contains electronic files with the answers for all the activities, as well as additional exam support and practice. Focus on exam success! Fully CAPS compliant; opportunities for exam practice and assessment; complete programme of assessment provided; used and tested in schools throughout South Africa; supports and engages learners for success.
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.
Welcome to Terraria, a world like Minecraft's Overworld, that's bursting with action, mystery and adventure. Here you can discover unique treasures to horde, wondrous biomes to explore, intricate buildings to construct, and treacherous villains to fight. In this second exciting installment in the Tales of a Terrarian Warrior series, Miles's quest to become Terraria's greatest hero continues. Miles finds himself in a new biome where even the slightest attack could be lethal, so he befriends a wizard and quickly begins to master the art of magic. But when he picks up an innocent-looking snow globe and accidentally sets the Frost Legion loose, Miles may just have met his match. While sinister snowmen attack and plummeting temperatures threaten to bring Miles's adventures to an end, he must summon all his strength to fight. As this action-packed series develops, unlikely enemies appear, allies are tested, and Miles's world is changed forever.
Help your students learn essential ICT skills, from Microsoft Office (R) basics to animations and websites. This series brings a fresh approach to ICT for students from 7 to 14 years old, mapped to the Cambridge ICT Starters syllabus for examination from 2019. On Track builds on the skills learnt throughout the series and introduces them to web design, video and animation. They'll plan a computer network for school and create a game where players look after a virtual pet. Each activity is clearly introduced, with step-by-step guidance to help learners master new skills. Key words and visual examples support students' understanding, while tip boxes provide helpful suggestions. Download source files for activities from our website.
Written for the OCR GCSE Computer Science updated specification (J277) for first teaching from 2020. This print student book has been updated and reordered and uses an exciting and engaging approach to help students build their knowledge and master underlying computing principles and concepts. Designed to develop computational thinking, programming and problem-solving skills, this resource includes challenges and real-life examples that demonstrate how computer science relates to everyday life with practice questions. Our new reflection feature will help students to reflect on their progress and see where they could improve. Answers can be found in the teacher's resource.
Help your students learn essential ICT skills, from Microsoft Office (R) basics to animations and websites. This series brings a fresh approach to ICT for students from 7 to 14 years old, mapped to the Cambridge ICT Starters syllabus for examination from 2019. In Next Steps, learners develop their understanding of email and programming. The resource also introduces them to working with multimedia. Students will create a book cover and use programming to design a shop sign. Each activity is clearly introduced, with step-by-step guidance to help learners master new skills. Key words and visual examples support students' understanding. Download source files for the activities from our website.
Presenting practical ideas that support teachers and trainees with the planning, implementation and assessment of the 2014 Primary Computing Curriculum. Demonstrating how freely available apps and web-based applications, programmes for PCs and Macs, can be used creatively to design innovative and engaging activities in the Early Years, Key Stages 1 and 2. Covering all aspects of the 2014 primary curriculum, including computer science, digital literacy and information technology. Includes both plugged and unplugged activities.
Help your students learn essential ICT skills, from Microsoft Office (R) basics to animations and websites. This series brings a fresh approach to ICT for students from 7 to 14 years old, mapped to the Cambridge ICT Starters syllabus for examination from 2019. In Next Steps, learners develop their understanding of documents and images. The resource introduces new areas - such as databases, spreadsheets and working with multimedia. Students will create articles and use spreadsheets to plan a school trip. Each activity is clearly introduced, with step-by-step guidance to help learners master new skills. Key words and visual examples support students' understanding. Download source files for activities from our website.
Help your students learn essential ICT skills, from Microsoft Office (R) basics to animations and websites. This series brings a fresh approach to ICT for students from 7 to 14 years old, mapped to the Cambridge ICT Starters syllabus for examination from 2019. Initial Steps takes students through working with text, images and graphs while introducing them to email, searching and programming. They'll use search engines to help them research topics, write a group story using email and begin programming using Scratch. Each activity is clearly introduced, with step-by-step guidance to help learners master new skills. Key words and visual examples support students' understanding. Download source files for activities from our website.
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