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Books > Children's & Educational > Technology & applied sciences > Computing & information technology
A complete six-year primary 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
Journey into the Nether (if you dare) in this Step Into Reading
Step 3 Levelled Reader, the only official levelled reader series
based on Minecraft, the world's best-selling video game! Learn to
read with the official Minecraft Young Readers! Practise your
reading skills and develop your vocabulary as you read stories
about your favourite game. Minecraft (R) is the best-selling video
game of all time! And now learning to read has never been more fun
for fans of the game ages 4 to 7. They'll get a great introduction
to the game's most mysterious biomes when two players, Emmy and
Birch - and their tame wolf Byte - set out on an epic adventure
into the mysterious Nether! This Step 3 Step into Reading Levelled
Reader includes more than 30 full-colour stickers to add to the
fun. Look for these other great Minecraft (R) titles: * Mobs in the
Overworld! (Minecraft) 9780755500444 * Survival Mode! (Minecraft)
9780755500451 * Escape From the Nether (Minecraft) 9780755500468
Step 3 readers feature engaging characters in easy-to-follow plots
about popular topics for children who are ready to read on their
own. (c) 2022 Mojang AB and Mojang Synergies AB. MINECRAFT and
MOJANG are trademarks or registered trademarks of Mojang Synergies
AB.
A complete six-year primary 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
Illustrated revision and practice. Covers all specification topics
required for the external exam Illustrated topics to improve memory
and recall. Comprehensive case studies to show application of
concepts. Over 500 marks worth of examination style questions.
Answers provided for all questions within the book. Examination
tips and techniques. Absolute clarity is the aim with a new
generation of revision guide for the 2020s. This guide has been
expertly compiled and edited by successful teachers of Digital
Information Technology, highly experienced examiners and a good
dollop of scientific research into what makes revision most
effective. Past examination questions are essential to good
preparation, improving understanding and confidence. This guide has
combined revision with tips and more practice questions than you
could shake a stick at. All the essential ingredients for getting a
grade you can be really proud of. Each specification topic has been
referenced and distilled into the key points to make in an
examination for top marks. Questions on all topics assessing
knowledge, application and analysis are all specifically and
carefully devised throughout this book. Detailed case studies
distill key concepts whilst demonstrating the development of long
answer questions.
Tools for Teaching Computer Networking and Hardware Concepts makes
the teaching and learning of computer networking and hardware a
more active process by using interactive learning to add life to a
very technical subject. Fundamental theoretical concepts are
illustrated with the use of interactive practical exercises. Each
chapter presents learning objectives, figures and illustrations,
real-world examples and review questions. ""Tools for Teaching
Computer Networking and Hardware Concepts"" has a worldwide focus
provided by contributors from across the globe. These contributors
share their use of online tools and flexible learning practices.
Both teachers and students will find this book a useful resource
for teaching and learning computer networking and hardware
concepts.
Illustrated revision and practise for Computer Science. Over 500
marks worth of examination style questions. Answers provided for
all questions within the book. Illustrated topics to improve memory
and recall. Specification references for every topic. Examination
tips and techniques. Absolute clarity is the aim with a new
generation of revision guide for the 2020s. This guide has been
expertly compiled and edited by successful former teachers of
Computer Science, highly experienced examiners and a good dollop of
scientific research into what makes revision most effective. Past
examinations questions are essential to good preparation, improving
understanding and confidence. This guide has combined revision with
tips and more practice questions than you could shake a stick at.
All the essential ingredients for getting a grade you can be really
proud of. Each specification topic has been referenced and
distilled into the key points to make in an examination for top
marks. Questions on all topics assessing knowledge, application and
analysis are all specifically and carefully devised throughout this
book.
To celebrate Blizzard's 30th anniversary, a gorgeous retrospective
on artistry at Blizzard and the impact the studio has left
emblazoned on gaming history. For thirty years, Blizzard has been
pushing boundaries and breaking expectations of what it means to
draw for video games. Get a glimpse behind the curtain at how art
has evolved at Blizzard and meet some of the artists who've shaped
Blizzard's style and range to what it is today. Discover how art
cross-pollinated amongst game teams and how grassroots movements
from fans inspired some of Blizzard's most iconic artwork. With
insights from more than fifty artists, animators, designers, and
storytellers, this sweeping compendium is fans' ultimate keys to
the kingdom of three decades in Blizzard artistry. Dig into the
technical side of Blizzard polish-how light bounces around
optimistic Overwatch scenes but seeps through the cracks in Diablo.
Explore the development history behind your favorite games,
including how Blizzard's fallen games helped produce some of the
studio's most iconic heroes. Pore over never before seen images of
the worldbuilding process, how levels and landscapes were born from
post-it doodles and whiteboard sketches.
Diversity in Information Technology Education: Issues and
Controversies sheds light on the status of diversity in the field
of IT education. It identifies a wide range of problems that
educators face on a daily basis, and gives practical, applicable
solutions, mainly by showcasing successful and replicable examples.
The chapters in ""Diversity in Information Technology Education:
Issues and Controversies"" present research and introspection on
race, gender, national origin, disability and other diversity
categories. The examples, success stories from retention efforts,
and strategies in assessment that account for diversity, and all
supplement the topics with practical examples. If an instructor is
planning on infusing diversity topics into the curriculum, this
book contains pertinent information on how to identify problems and
face issues.
Develop IT skills through an active, accessible approach to theory
and practice, providing an ideal foundation for lower secondary
students going on to study IT at CSEC (R) and for building
real-life computer skills; fully updated to reflect the new
curriculum and new approaches to IT teaching. - Build knowledge
with straightforward introductions to theoretical concepts, key
practical applications and new topics such as ethical use of
computers and multimedia. - Support all learning styles with a
range of questions - Multiple Choice, True or False, Short Answer,
Research, Project and a fun Crossword puzzle. - Develop critical
thinking and research skills with research projects. The answers
can be found here: www.hoddereducation.co.uk/Log-on-to-IT-Answers
Benefit from expert guidance in this new edition of a tried and
trusted approach; updated to reflect the new CSEC (R) IT
curriculum, it provides an engaging and accessible approach to
theory and practice. - Prepare for SBA with advice and guidance and
a full sample SBA project and suggested solution at the end of
Chapter 16. - Consolidate learning through a range of question
types such as Multiple Choice, True or False, Short Answer,
Research, Project and a fun Crossword puzzle. - Confidently cover
new topics and emerging technology with straightforward
explanations and numerous examples. The answers can be found here:
www.hoddereducation.co.uk/Log-on-to-IT-Answers
Provide an accessible approach to theory and practice with this new
edition updated to comprehensively cover recent IT developments and
the latest Caribbean curricula for Forms 1 to 3 (Grades 7 to 9). -
Consolidate learning through a range of question types such as
Multiple Choice, True or False, Short Answer and a fun Crossword
puzzle. - Build critical thinking and project work skills with
research and STEM projects using real life situations. - Develop
understanding with new topics covered such as computer ethics,
algorithm development, emerging careers. The answers can be found
here: www.hoddereducation.co.uk/interactanswers
Provide an accessible approach to theory and practice with this new
edition updated to comprehensively cover recent IT developments and
the latest Caribbean curricula for Forms 1 to 3 (Grades 7 to 9). -
Consolidate learning through a range of question types such as
Multiple Choice, True or False, Short Answer and a fun Crossword
puzzle. - Build critical thinking and project work skills with
research and STEM projects using real life situations. - Develop
understanding with new topics covered such as computer ethics,
algorithm development, emerging careers. The answers can be found
here: www.hoddereducation.co.uk/interactanswers
Provide an accessible approach to theory and practice with this new
edition updated to comprehensively cover recent IT developments and
the latest Caribbean curricula for Forms 1 to 3 (Grades 7 to 9). -
Consolidate learning through a range of question types such as
Multiple Choice, True or False, Short Answer and a fun Crossword
puzzle. - Build critical thinking and project work skills with
research and STEM projects using real life situations. - Develop
understanding with new topics covered such as computer ethics,
algorithm development, emerging careers. The answers can be found
here: www.hoddereducation.co.uk/interactanswers
Trust highly experienced teachers and authors Mo Everett, Richard
Howe and Sonia Stuart to guide learners through the redeveloped
Level 1/ Level 2 Cambridge National in IT (J836). This thorough and
accessible introduction to the IT industry will develop your
learners' understanding of the core examined content and boost the
skills required to tackle the NEA with confidence. This revised and
updated textbook is: - Comprehensive. Gain in-depth knowledge of
the examined unit with clear explanations of every concept and
topic, and develop the skills and understanding for the practical
non-examined units, both of which are covered in detail. -
Accessible, reliable and trusted. Structured to match the
specification and provide the information required to build
knowledge, understanding and skills across accessible and
easy-to-use chapters and learning features. - Designed to support
you. Boost confidence when preparing for assessment with plenty of
activities and practice questions. - Your go-to guide. Expert
authors have carefully designed tasks and activities to build your
skills and aid progression, and written questions to assess your
understanding.
Ensure every student can become fluent in Python with this highly
practical guide that will help them understand the theory and logic
behind coding. Written for 14-16-year olds by a leading Python
specialist and teacher, and aligned to curriculum requirements,
this essential Student Book provides numerous practice questions
and coding problems that can be completed as homework or during
class - plus answers can be found online at
www.hoddereducation.co.uk/pythonextras How to Code in Python will:
> Provide hundreds of coding examples, puzzles and
problem-solving tasks to strengthen computational thinking skills
required for GCSE, iGCSE and National 4 / 5 success > Help
students become proficient in computational thinking and
problem-solving using Python > Provide easy-to-follow
explanations of concepts and terminology > Feature plenty of
opportunities for self-assessment with solutions to coding problems
available online This unique book can be broken down into three key
features: > Code theory and explanations (worked examples) in a
fun and accessible way > Computational thinking puzzles for the
reader to solve; this will greatly improve students' ability to
read code and predict its effect and output when run >
Programming problems where the reader has to write a program to
solve given scenarios Greg Reid is a very experienced Computer
Science teacher in Scotland, who has written How to Pass Higher
Computer Science and Higher Computing Science Practice Papers for
Hodder Gibson.
This series is fully endorsed by Cambridge International to support
the full syllabus for examination from 2023. Develop algorithmic
and computational thinking and programming skills with further
practise questions and activities. This Workbook provides
additional support with practical exam-style questions for
Cambridge IGCSE (TM) and O Level Computer Science. - Become
accomplished computer scientists: the workbook provides a series of
questions designed to test and develop computational thinking
skills in order to solve problems. Answers to the Algorithms,
Programming and Logic Workbook are available in our Teacher's Guide
with Boost Subscription 9781398318502
The world is experiencing unprecedented rapidity of change, originating from pervasive technological developments. This book considers the effects of such rapid change from within computing disciplines, by allowing computing educationalists to deliver a considered verdict on the future of their discipline. The targeted future, the year 2020, was chosen to be distant enough to encourage authors to risk being visionary, while being close enough to ensure some anchorage to reality. The result is a scholarly set of contributions expressing the visions, hopes, concerns, predictions and analyses of trends for the future.
Compute-IT will help you deliver innovative lessons for the new Key
Stage 3 Computing curriculum with confidence, using resources and
meaningful assessment produced by expert educators. With Compute-IT
you will be able to assess and record students' attainment and
monitor progression all the way through to Key Stage 4. Developed
by members of Computing at School, the national subject association
for Computer Science, and a team of Master Teachers who deliver CPD
through the Network of Excellence project funded by the Department
for Education, Compute-IT provides a cohesive and supportive
learning package structured around the key strands of Computing.
Creative and flexible in its approach, Compute-IT makes Computing
for Key Stage 3 easy to teach, and fun and meaningful to learn, so
you can: Follow well-structured and finely paced lessons along a
variety of suggested routes through Key Stage 3 Deliver engaging
and interesting lessons using a range of files and tutorials
provided for a range of different programming languages Ensure
progression throughout Key Stage 3 with meaningful tasks
underpinned by unparalleled teacher and student support Assess
students' work with confidence, using ready-prepared formative and
summative tasks that are mapped to meaningful learning outcomes and
statements in the new Programme of Study Creative and flexible in
its approach, Compute-IT makes Computing for Key Stage 3 easy to
teach, and fun and meaningful to learn. This is the first title in
the Compute-IT course, which comprises three Student's Books, three
Teacher Packs and a range of digital teaching and learning
resources delivered through Dynamic Learning.
Updated specification; first teaching September 2020. Specification
code: 8525 Written by leading Computer Science teachers, this
textbook will guide students through the updated AQA GCSE Computer
Science specification topic by topic, and provide them with
standalone recap and review sections, practice questions, worked
examples and clear explanations of complex topics. This textbook:
>> Prepares students for assessment with numerous practice
questions for all topics >> Develops computational thinking
skills >> Provides differentiated material with the 'beyond
the spec' feature >> Includes standalone recap and review
sections at the end of each chapter >> Provides definitions
of technical terms, along with a glossary of words to ensure
students feel confident with the assessment. Authors George Rouse,
Lorne Pearcey and Gavin Craddock are highly respected and widely
published authors of resources.
Learn to read with the official Minecraft Young Readers! Practise your reading skills and develop your vocabulary as you read stories about your favourite game. This book is perfect for new readers who are beginning to read simple stories with help. With short sentences and familiar vocabulary, new readers will develop confidence while enjoying reading about their favourite videogame characters. Content has been created with an educational consultant to help engage with reluctant and less confident readers. Graded level 2: Turquoise.
Discover the first two titles Minecraft Mobs in the Overworld and Survival Modes publishing in May 2021, with future titles planned for November 2021 to meet customer demand.
The Scratch: The ideal place to begin programming! Key Stage 2
Programming Curriculum Guide Most primary teachers and pupils have
little - if any - experience programming. This book,
classroom-tested and perfected by the author through his website
code-it.co.uk, aids teachers in providing Key Stage 2 pupils with
an exciting and challenging computer science curriculum. Code It
can be used to supplement existing programming modules or as a
complete KS2 computer science program of study. It contains a
series of programming projects that gradually introduce pupils to
algorithm design and evaluation, generalisation and decomposition.
Pupils will learn how to use sequence, repetition, selection and
variables through becoming creators of a wide variety of
programming projects. Maths, literacy, humanities, gaming, music
and control skills are all put to the test. There are four pupil
workbooks to provide structure, resources and home learning links.
These are designed to work in conjunction with the teacher book. A
growing bank of online videos are also available, designed to help
teachers improve their own skills and take full advantage of the
cross-curricular benefits of developing depth in programming. The
Scratch programming language, already widely recognised in schools,
is freely accessible online or as a download at home. Scratch is
the ideal place to begin programming as there is no other system
that allows pupils to create such a wide variety of projects across
primary and secondary education. It also enables pupils to extend
their understanding independently through the Scratch online
community - the new computing curriculum is truly transformational!
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