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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
If you like playing computer games, why not make your own? This book has all you need to build amazing games, including thrilling racing challenges, zany platform games, and fiendish puzzles.
Follow the simple steps to become an expert coder, using the latest version of the popular programming language Scratch™ 3.0 in this new edition.
Improve your coding skills and create your own games, before remixing and customizing them. Jumpy Monkey will show you how to simulate gravity in your games, or give Dog's Dinner a go to learn about collision detection.
Pick up the fundamentals of computer programming in steps that make even the most difficult coding concepts fun and easy to understand. Don't just learn how computer code works - understand why it's done that way.
Then share your games online and challenge friends and family to beat each other's scores. Once you 've whizzed through the book, the possibilities are endless!
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!
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
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.
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.
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.
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.
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