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Books > Children's & Educational > Technology & applied sciences > General
The perfect guides to being inspired by science and motivated to
master it through the exploration of its use in different fields of
study What is palaeontology? What do palaeontologists do? What
clues do fossils reveal? These are just a few questions that are
answered in Science-Ology! Palaeontology. Find out about the
pioneering work of scientist through the ages, explore the tools
and skills needed to be a palaeontologist and discover how
palaeontologists help museums and movies accurate. Each book int he
Science-Ology! series looks at a high-interest branches of science
and examines how the science and research is carried out, what
tools are used, what skills are required and what discoveries have
been made. Case studies from around the world introduce readers to
the real-world relevance of studying each area of science. Filled
with fun artwork and photos, this series aimed at readers 9 and up
is sure to inspire careers in science. Written by award-winning
author Anna Claybourne and reviewed by experts in each field.
Coding Sandpit is an eight-level series for teaching and learning
of computational skills. Coding Sandpit is an eight-level series
full of fun-filled activities to engage young learners. The series,
has been developed keeping in mind the wide scope and application
of computational thinking, problem solving and critical reasoning
skills in our lives in the digital era. Topics have been covered
thematically, which helps in developing the computational thinking
skills holistically. Computational thinking skills have been
thought through the following themes: (1) Systematic Listing,
Counting and Reasoning, (2) Iterative Patterns and Processes, (3)
Information Processing, (4) Discrete Mathematical Modelling, (5)
Following and Devising Algorithms, (6) Programming and (7) Digital
Literacy.
Coding Sandpit is an eight-level series for teaching and learning
of computational skills. Coding Sandpit is an eight-level series
full of fun-filled activities to engage young learners. The series,
has been developed keeping in mind the wide scope and application
of computational thinking, problem solving and critical reasoning
skills in our lives in the digital era. Topics have been covered
thematically, which helps in developing the computational thinking
skills holistically. Computational thinking skills have been
thought through the following themes: (1) Systematic Listing,
Counting and Reasoning, (2) Iterative Patterns and Processes, (3)
Information Processing, (4) Discrete Mathematical Modelling, (5)
Following and Devising Algorithms, (6) Programming and (7) Digital
Literacy.
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Moth
(Paperback)
Isabel Thomas; Illustrated by Daniel Egneus
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R237
R218
Discovery Miles 2 180
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"This is a story of light and dark." Against a lush backdrop of
lichen-covered trees, the peppered moth lies hidden. Until the
world begins to change ... A clever picture book text about the
extraordinary way in which animals have evolved, intertwined with
the complication of human intervention. This remarkable paperback
edition of the amazing story of the peppered moth is the perfect
introduction to natural selection and evolution for children. Along
come people with their magnificent machines which stain the land
with soot. In a beautiful landscape changed by humans how will one
little moth survive? Powerful and visually spectacular, Moth is the
remarkable evolution story that captures the struggle of animal
survival against the background of an evolving human world in a
unique and atmospheric introduction to Darwin's theory of Natural
Selection.
LEGO MINDSTORMS lets you design and program robots that can do just
about anything
The LEGO MINDSTORMS RIS 2.0 is the core set for all MINDSTORMS
users, that lets users design and program working robots - limited
only by their imagination. Initially designed for users 12 and up,
LEGO MINDSTORMS has taken off with LEGO enthusiasts of all ages.
10 Cool LEGO MINDSTORMS RIS 2.0 Projects: Amazing Projects You Can
Build in Under an Hour provides step-by-step instructions and
detailed illustrations for users of all skill levels and
proficiencies.
From out of the box to up and running in less than an hour.
8-page color insert. A color insert illustrates the complete
projects in full-detail.
Specifically targeted at new users of the LEGO MINDSTORMS RIS 2.0.
Coding Sandpit is an eight-level series for teaching and learning
of computational skills. Coding Sandpit is an eight-level series
full of fun-filled activities to engage young learners. The series,
has been developed keeping in mind the wide scope and application
of computational thinking, problem solving and critical reasoning
skills in our lives in the digital era. Topics have been covered
thematically, which helps in developing the computational thinking
skills holistically. Computational thinking skills have been
thought through the following themes: (1) Systematic Listing,
Counting and Reasoning, (2) Iterative Patterns and Processes, (3)
Information Processing, (4) Discrete Mathematical Modelling, (5)
Following and Devising Algorithms, (6) Programming and (7) Digital
Literacy.
Coding Sandpit is an eight-level series for teaching and learning
of computational skills. Coding Sandpit is an eight-level series
full of fun-filled activities to engage young learners. The series,
has been developed keeping in mind the wide scope and application
of computational thinking, problem solving and critical reasoning
skills in our lives in the digital era. Topics have been covered
thematically, which helps in developing the computational thinking
skills holistically. Computational thinking skills have been
thought through the following themes: (1) Systematic Listing,
Counting and Reasoning, (2) Iterative Patterns and Processes, (3)
Information Processing, (4) Discrete Mathematical Modelling, (5)
Following and Devising Algorithms, (6) Programming and (7) Digital
Literacy.
Project Science Packed with super-cool facts and hands-on
activities, Project Science helps children to really engage with a
core topic. From forces to floating and matter to magnetism, each
spread features photos, stunning artwork and fun cartoons.
Step-by-step illustrated projects throughout encourage practical
learning - readers can charm a snake with static electricity, crush
a bottle with air pressure, and make a water-powered rocket.
From the critically acclaimed Little People, BIG DREAMS series,
discover the life of Hedy Lamarr, the actress and inventor whose
curiosity broke boundaries. Young Hedy Lamarr was fascinated with
machines. She love to sit with her father and hear all about
scientific theories. A gifted musician and actress, she soon found
fame on the stage, but her scientific curiosity never stopped.
Electronics, chemistry, engineering - whatever Hedy put her mind
to, she came up with ingenious inventions, blazing a trail for
women in science and making great strides towards science. As well
as a glittering film career, Hedy developed technology that formed
the basis of Wifi and Bluetooth used in our world day. This
inspiring book features stylish and quirky illustrations and extra
facts at the back, including a biographical timeline with
historical photos and a detailed profile of Hedy's astonishing
life. Little People, BIG DREAMS is a best-selling series of books
and educational games that explore the lives of outstanding people,
from designers and artists to scientists and activists. All of them
achieved incredible things, yet each began life as a child with a
dream. This empowering series offers inspiring messages to children
of all ages, in a range of formats. The board books are told in
simple sentences, perfect for reading aloud to babies and toddlers.
The hardcover versions present expanded stories for beginning
readers. Boxed gift sets allow you to collect a selection of the
books by theme. Paper dolls, learning cards, matching games, and
other fun learning tools provide even more ways to make the lives
of these role models accessible to children. Inspire the next
generation of outstanding people who will change the world with
Little People, BIG DREAMS!
The book introduces techniques to improve the effectiveness of
serious games in relation to cognition and motivation. These
techniques include ways to improve motivation, collaboration,
reflection, and the integration of gameplay into various contexts.
The contributing authors expand upon this broad range of
techniques, show recent empirical research on each of these
techniques that discuss their promise and effectiveness, then
present general implications or guidelines that the techniques
bring forth. They then suggest how serious games can be improved by
implementing the respective technique into a particular game.
Engineers are the superheroes of the real world. They use their
problem-solving skills to face down the biggest challenges we have,
from creating clean energy to designing prosthetic limbs, from
eliminating food shortages to programming AI to exploring the
surface of Mars. In this book you'll meet 46 engineers, from
apprentices and lab technicians to university professors and
start-up CEOs and hear what problems they are solving and why they
love their jobs. Engineers are changing the world. Will you be one
of them?
At the centre of the methodology used in this book is STEM learning
variability space that includes STEM pedagogical variability,
learners' social variability, technological variability, CS content
variability and interaction variability. To design smart
components, firstly, the STEM learning variability space is defined
for each component separately, and then model-driven approaches are
applied. The theoretical basis includes feature-based modelling and
model transformations at the top specification level and
heterogeneous meta-programming techniques at the implementation
level. Practice includes multiple case studies oriented for solving
the task prototypes, taken from the real world, by educational
robots. These case studies illustrate the process of gaining
interdisciplinary knowledge pieces identified as S-knowledge,
T-knowledge, E-knowledge, M-knowledge or integrated STEM knowledge
and evaluate smart components from the pedagogical and
technological perspectives based on data gathered from one real
teaching setting. Smart STEM-Driven Computer Science Education:
Theory, Methodology and Robot-based Practices outlines the overall
capabilities of the proposed approach and also points out the
drawbacks from the viewpoint of different actors, i.e. researchers,
designers, teachers and learners.
When it's time for a game change, you need a guide to the new
rules. Helping Students Make Sense of the World Using Next
Generation Science and Engineering Practices provides a
play-by-play understanding of the practices strand of A Framework
for K-12 Science Education (Framework) and the Next Generation
Science Standards (NGSS). Written in clear, nontechnical language,
this book provides a wealth of real-world examples to show you
what's different about practice-centered teaching and learning at
all grade levels. The book addresses three important questions: 1.
How will engaging students in science and engineering practices
help improve science education? 2. What do the eight practices look
like in the classroom? 3. How can educators engage students in
practices to bring the NGSS to life? Helping Students Make Sense of
the World Using Next Generation Science and Engineering Practices
was developed for K-12 science teachers, curriculum developers,
teacher educators, and administrators. Many of its authors
contributed to the Framework's initial vision and tested their
ideas in actual science classrooms. If you want a fresh game plan
to help students work together to generate and revise knowledge-not
just receive and repeat information-this book is for you.
Coding Sandpit is an eight-level series for teaching and learning
of computational skills. Coding Sandpit is an eight-level series
full of fun-filled activities to engage young learners. The series,
has been developed keeping in mind the wide scope and application
of computational thinking, problem solving and critical reasoning
skills in our lives in the digital era. Topics have been covered
thematically, which helps in developing the computational thinking
skills holistically. Computational thinking skills have been
thought through the following themes: (1) Systematic Listing,
Counting and Reasoning, (2) Iterative Patterns and Processes, (3)
Information Processing, (4) Discrete Mathematical Modelling, (5)
Following and Devising Algorithms, (6) Programming and (7) Digital
Literacy.
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