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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
This is a project-based student book for Flash especially aimed at 11-14 year olds. Written for the 2008 Key Stage ICT curriculum and following our popular Basic approach, this accessible resource offers students practical learning and support with Flash. It follows a project-based approach that teaches students both the skills and capabilities they need to understand and succeed. All assessment criteria are linked to National Curriculum levels for each activity to help pupils to progress. Coverage of Functional Skills is clearly highlighted throughout to ensure learners are developing these skills whilst they learn. Motivating project themes that really appeal to pupils are included.
Creating the Coding Generation in Primary Schools sets out the what, why and how of coding. Written by industry innovators and experts, it shows how you can bring the world of coding to your primary school practice. It is packed with a range of inspirational ideas for the cross-curricular teaching of coding, from demystifying algebra in maths, to teaching music, to designing digital storytelling, as well as an insight into the global movement of free coding clubs for young people such as CoderDojo and Girls Learning Code. Key topics explored include: what we mean by 'coding' understanding and teaching computational thinking building pupils' passion for and confidence with technologies artificial intelligence systems how gender impacts on coding STEM learning and Computer Science using Minecraft to improve pupil engagement fun projects using a Raspberry Pi. Designed to be read from cover to cover or dipped into for ideas and advice, Creating the Coding Generation in Primary Schools offers all teachers a deeper knowledge and understanding of coding that will help them support and inspire the coding generation. It is cool to code!
Drawing from fourteen years experience, author Leanne Beitel guides teens in touch typing and basic word processing skills specifically for Christian schools and/or home schools. "Keyboarding for the Christian School" gives clear directions and brief assignments with the following advantages: Biblical references for each unit Gives screen shot examples from Microsoft Word XP Compares APA and MLA report styles Uses inspiring sample texts Includes timings and grading chart Utilizes commonly-used proofreader's marks Text copy is formatted in 12 point Times New Roman font for readability "Keyboarding for the Christian School" is designed for time-constrained classes, skills review, or as a supplement to computer courses.
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!
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.
We are working with Cambridge International to gain endorsement for this forthcoming series. Help learners develop essential computing skills with an approach that uses real-life examples, reinforces key vocabulary and provides opportunities to learn, practise and apply throughout. - Encourage learners to become confident in working with information and ideas of their own and those of others with discussion tasks, as well as with What can you do? panels at the end of each unit for self-assessment. - Provide a clear pathway through the learning objectives with Practise tasks in each unit, as well as Go further and Challenge yourself! panels with questions designed to support differentiation. - Recap and activate learners' prior knowledge with Do you remember? activities and introduce new computing skills with Learn and Practise tasks. Contents How to use this book Term 1 Unit 1 Scratch MIT: Be a designer Unit 2 Be a data storyteller Unit 3 Computer storage Unit 4 Scratch MIT: Be a storyteller Term 2 Unit 5 Network devices and websites Unit 6 Scratch MIT: Be an animator Unit 7 Be a data engineer Unit 8 Micro:Bit Makecode: Be an innovator Term 3 Unit 9 Cellular networks and data packets Unit 10 Scratch MIT: Be a game developer Unit 11 Artificial intelligence Unit 12 iRobot Level 2: Be a problem solver Glossary
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.
It's game on, Mario fans! This title explores the inception and evolution of Mario, highlighting the game's key creators, super players, and the cultural crazes inspired by the game. Special features include side-by-side comparisons of the game over time and a behind-the-screen look into the franchise. Other features include a table of contents, fun facts, a timeline and an index.Full-color photos and action-packed screenshots will transport readers to the heart the Mario empire! Aligned to Common Core Standards and correlated to state standards.
Exam Board: Cambridge Assessment International Education Level: IGCSE Subject: ICT First Teaching: September 2015 First Exam: Summer 2017 Providing guidance that helps students practice and troubleshoot their exam technique,these books send them into their exam with the confidence to aim for the best grades. - Enables students to avoid common misconceptions and mistakes by highlighting them throughout - Builds students' skills constructing and writing answers as they progress through a range of practice questions - Allows students to mark their own responses and easily identify areas for improvement using the answers in the back of the book - Helps students target their revision and focus on important concepts and skills with key objectives at the beginning of every chapter - Ensures that students maximise their time in the exam by including examiner's tops and suggestions on how to approach the questions This title has not been through the Cambridge International endorsement process.
Dikwalwa tsa Kagiso ke tsa Aforika Borwa tse di lebesitsweng go Kgato ya Motheo (Kereiti R-3). Di fitlhelwa ka dipuo tse di latelang: English, Afrikaans, Siswati, Xitsonga, Tshivenda, IsiZulu, Sesotho, IsiXhosa, Setswana, Sepedi le IsiNdebele. Ka ditshwantsho tse di mebalabala e e bogegang, baithuti ba kgona go godisa kitso ya go bala le go kwala.Kagiso Readers is a South African graded reading scheme for the Foundation Phase (Grades R-3). It is available in the following languages: English, Afrikaans, siSwati, Xitsonga, Tshivenda, isiZulu, Sesotho, isiXhosa, Setswana, Sepedi and isiNdebele. Colourful and beautifully illustrated, the Kagiso Readers enable learners to develop literacy incrementally.
Publisher's Note: Products purchased from Third Party sellers are not guaranteed by the publisher for quality, authenticity, or access to any online entitlements included with the product. The stories about phishing attacks against banks are so true-to-life, it's chilling." --Joel Dubin, CISSP, Microsoft MVP in Security Every day, hackers are devising new ways to break into your network. Do you have what it takes to stop them? Find out in Hacker's Challenge 3. Inside, top-tier security experts offer 20 brand-new, real-world network security incidents to test your computer forensics and response skills. All the latest hot-button topics are covered, including phishing and pharming scams, internal corporate hacking, Cisco IOS, wireless, iSCSI storage, VoIP, Windows, Mac OS X, and UNIX/Linux hacks, and much more. Each challenge includes a detailed explanation of the incident--how the break-in was detected, evidence and clues, technical background such as log files and network maps, and a series of questions for you to solve. In Part II, you'll get a detailed analysis of how the experts solved each incident.
A comprehensive, awesome and completely unauthorized guide to the game that has taken the world by storm: ROBLOX! Over 100 colour pages of tips and tricks to help you become a Roblox master. Jam packed with hints, tips and info on the coolest and most popular custom games! And if you want to become a great game maker yourself, look no further - ROBLOX: Build It, Win It! has everything you need to know to take your game to the top of the charts! Easy-to-understand with full-colour pages Full of tips and tricks! Perfect for gamers.
The Pathways series assists students in achieving the National Certificate (Vocational) qualification. Pathways not only equips students with the required knowledge, understanding and practical skills, but also empowers them to apply this learning with confidence in the classroom and ultimately in the workplace. Each Pathways Student Book is clearly structured and easy to use. Each topic covers every Subject Outcome, Learning Outcome and Assessment Standard. Accessible, easy-to-understand language makes learning easy. Concepts are clearly defined. A glossary at the beginning of each topic clearly explains important words and terminology. Informative artwork supports the text. This Student Book is accompanied by a Lecturer’s Guide.
This is a guide to the teaching of computing and coding in primary schools, and an exploration of how children develop their computational thinking. It covers all areas of the National Curriculum for primary computing and offers insight into effective teaching. The text considers three strands of computer science, digital literacy and information technology. The teaching of coding is especially challenging for primary teachers, so it highlights learning on this, giving practical examples of how this can be taught. For all areas of the computing curriculum the text also provides guidance on planning age-appropriate activities with step-by-step guides and details of educationally appropriate software and hardware. This book helps you to connect what you need to teach with how it can be taught, and opens up opportunities in the new curriculum for creative and imaginative teaching. It also includes the full National Curriculum Programme of Study for Computing, key stages 1 and 2 as a useful reference for trainee teachers.
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.
Letoto la padiso tsa Kagiso ke la dingolwa tsa Aforika Borwa tse hlophiseditsweng mohato wa mathomo (Kereiti R-3). Le fumaneha ka dipuo tse latelang: English, Afrikaans, Siswati, Xitsonga, Tshivenda, IsiZulu, Sesotho, IsiXhosa, Setswana, Sepedi le IsiNdebele. Ditshwantsho tse takilweng ka bokgabane le ka mebalabala di thusa baithuti tswelopeleng ya ho ruteha ha bona. Kagiso readers is a South African graded reading scheme for the foundation phase (Grades R-3). It is available in the following languages: English, Afrikaans, Siswati, Xitsonga, Tshivenda, IsiZulu, Sesotho, IsiXhosa, Setswana, Sepedi and IsiNdebele. Colourful and beautifully illustrated, the Kagiso readers enable learners to develop literacy incrementally.
Teaching primary computing without computers? The Computing curriculum is a challenge for primary school teachers. The realities of primary school resources mean limited access to computer hardware. But computing is about more than computers. Important aspects of the fundamental principles and concepts of computer science can be taught without any hardware. Children can learn to analyse problems and computational terms and apply computational thinking to solve problems without turning on a computer. This book shows you how you can teach computing through 'unplugged' activities. It provides lesson examples and everyday activities to help teachers and pupils explore computing concepts in a concrete way, accelerating their understanding and grasp of key ideas such as abstraction, logic, algorithms and data representation. The unplugged approach is physical and collaborative, using kinaesthetic learning to help make computing concepts more meaningful and memorable. This book will help you to elevate your teaching, and your children's learning of computing beyond the available hardware. It focuses on the building blocks of understanding required for computation thinking. |
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