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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
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.
A complete three-year lower secondary 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.
Get ready for a brain-building STEM adventure! Give kids the
academic advantage with STEM Quest for Minecrafters: Grades 3-4.
This problem-solving workbook challenges young minecrafters to
apply their natural creativity and reasoning skills to real-world
situations. Science, technology, engineering, and math come to life
on the pages of each colorfully illustrated lesson. This book:
Allows young gamers to engineer solutions, crack codes, and stretch
their brains in fun and exciting ways Supports STEM education
initiatives and builds twenty-first-century learning skills
Encourages kids to dive eagerly into a unique, colorful,
kid-friendly offline learning adventure Whether it's designing a
new mob, evaluating natural resources, engineering a mine cart, or
using the binary alphabet to crack a code, third and fourth graders
will discover new ways to stretch their brains, build their
confidence, and satisfy their appetite for hands-on learning.
Written by a leading ICT author, teacher and examiner, the book
comprehensively covers all the material needed for the three
examination papers and includes a wealth of practice and revision
activities. With its highly interactive approach and practical
guidance this book is an ideal core textbook for international
students. Each book is accompanied by a student CD-ROM with extra
material and more consolidation activities, questions and model
answers, giving students extra flexibility and portability for
homework. The accompanying Teacher Resource Kit provides teaching
support that is easily customisable in print and digital format.
Fully covers the Cambridge IGCSE Computer Studies syllabus (0420),
offering valuable practical support for students. Written by
experienced teachers and examiners of Cambridge IGCSE Computer
Studies, this highly illustrated coursebook covers both the
theoretical and applied aspects of the course. It includes
self-assessment questions and tasks throughout to reinforce
learning. It offers clear learning objectives, chapter summaries
and plenty of exam practice. The accompanying Student's CD-ROM
provides guidance on study skills, revision and exam technique
along with revision tests with answers, and exemplar exam answers.
Now available in both print and e-book formats. The e-book includes
both the print version and materials from the Student CD-ROM.
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.
The Cambridge IGCSE (R) Complete ICT Student Book offers a
flexible, visual, and practice-based approach that is fully matched
to the Cambridge IGCSE (0417) ICT syllabus, for first teaching
2021. The Complete ICT Student Book covers everything that students
need to excel in their exams, without overwhelming them. It is
written by Stephen Doyle, the author of the previous trusted
edition, and sustains the quality of that previous edition with
improvements and updates. This Third Edition includes
software-specific instructions within the practical sections to
fully support students and build their confidence step by step. The
series also offers a Teacher Handbook, which provides full lesson
planning support, and an Exam Success Guide, which offers targeted
activities, examiner feedback and tips to ensure students reach
their full potential and achieve their best grades in exams.
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.
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.
Learn how to write code and then build your own website, app and
game using HTML, CSS and JavaScript in this essential coding guide
for kids from expert organization Young Rewired State. Learn how to
write code and then build your own website, app and game using
HTML, CSS and JavaScript in this essential guide to coding for kids
from expert organization Young Rewired State. Over 6 fun missions
learn the basic concepts of coding or computer programming and help
Professor Bairstone and Dr Day keep the Monk Diamond safe from
dangerous jewel thieves. In bite-size chunks learn important
real-life coding skills and become a technology star of the future.
Young Rewired State is a global community that aims to get kids
coding and turn them into the technology stars of the future.
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