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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
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.
Create an inclusive classroom with these fun and accessible
activities for science and computing lessons. Each lesson is
tailored to objectives for children working below National
Curriculum levels and includes a learning objective, the resources
needed, the main activity, a plenary and a consolidation activity
to support children's understanding and engagement. When working
with children, and especially those with SEN, lessons need to meet
their interests as well as their needs by containing visual
stimulus and promoting fine and gross motor skills. The activities
in this book have been specifically designed with this in mind.
Straightforward and practical, it offers 101 creative classroom
activities for teaching Science and Computing to pupils who are
working below national curriculum levels, as well as mapping the
range of additional skills they will acquire.
This workbook is suitable for use in class or for homework and is
designed to complement, revise and extend the skills covered in the
Oxford Information Technology for CSEC textbook or CXC Study Guide.
It can also be used as a standalone support for any student
studying the subject at CSEC level. The workbook provides
additional practice through a series of questions, exercises and
activities, giving students the opportunity to develop the skills
required by the Information Technology for CSEC programme of study.
Computers are just for playing games, right? Many of your pupils
will think so. It may be a cultural shift for both the pupils and
their parents to change that perception of computing. However, the
learning gained from the 'games' played on computers in the primary
classroom will help to prepare children to live and work in the
modern world. The teaching ideas in Teaching Primary Computing are
engaging, easy to implement, and use mostly free tools that operate
across the many digital platforms that primary schools use.
Addressing every aspect of the National Curriculum, the book is
split into year groups, and each chapter offers practitioners an
essential summary of all the information and vocabulary needed to
successfully implement exciting, well-structured lessons that will
keep your class riveted!
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.
12 year old Zombie is back for another hilarious and exciting adventure.
This time Zombie is up against some of the meanest and scariest mob bullies at school.
Will he be able to stop the mob bullies from terrorizing him and his friends, and make it back in one piece?
Get Your Copy Today and Jump into the Adventure and See!
Learn how to code in Python by building and playing your own computer games, from mind-bending brainteasers to crazy action games with explosive sound effects and 3D graphics.
Whether you're a seasoned programmer or a beginner hoping to learn Python, you'll find Computer Coding Python Games for Kids fun to read and easy to follow. Each chapter shows how to construct a complete working game in simple numbered steps. Using freely available resources, such as PyGame Zero and Blender, you can add animations, music, scrolling backgrounds, 3D scenery, and other exciting professional touches.
After building the game, find out how to adapt it to create your own personalised version with secret hacks and cheat codes!
Along the way, you'll master the key concepts that programmers need to write code - not just in Python but in all programming languages. Find out what bugs, loops, flags, strings, tuples, toggles, and turtles are. Learn how to plan and design the ultimate game - and then play it to destruction as you test and debug it. Before you know it, you'll be a coding genius!
The future of entertainment is here. Computers have outsmarted
expert chess champions, and gaming software knows how to adapt to
your playing style. Artificial Intelligence (AI) is at the heart of
these changes. Learn how AI has transformed entertainment and about
the problems we could soon face because of AI.
Covers the revised CXC Information Technology Syllabus. Written by
an experienced IT lecturer and consultant, and an IT tutor, this
fully updated edition of Information Technology for CSEC covers the
new CXC Information Technology General Syllabus (CXC 30/G/SYLL 08).
Key features in this third edition include: new sections on
Microsoft PowerPoint and FrontPage in addition to revised sections
on Microsoft Word, Excel and Access (both Office 2003 and Office
2007); dedicated problem-solving and Pascal programming sections;
exercises at the end of each chapter; CD contains the files used in
the exercises; full-colour screenshots and diagrams to illustrate
the various concepts.
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