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Books > Children's & Educational > Technology & applied sciences > General
How does the Sun shine? What's at the centre of our galaxy? Why do comets leave long, glowing tails? Read about planets, moons and stars. This book explores out how they formed, how we study them and whether or not anything else out there is alive. This book is part of the Science is Everywhere series, which demystifies the key science topics and shows how they relate to the world around us with fun, colourful graphics. These books are ideal for children aged 9 plus who are studying science, or for young readers who want to get to grips with science in a fun way.
Find out all about ten amazing emergency vehicles!There are lots of ways machines can be cool. They can be the biggest, the smallest, the tallest, the longest and even the noisiest. Machine mad kids will love pouring over the details of the ten awesome machines in each book. Fantastic Five stat panels give the scoop on what makes these machines tick and key design features are highlighted to help you earn something new about your favourite diggers, tractors, trucks ad emergency vehicles.Perfect for readers who can't get enough of books about machines, but who have outgrown the simple picture books aimed at a much younger level. Those who are beginning to read by themselves will find the text fun to read and accessible.For children aged 5+
Published in 1998. The Desirable Outcomes for pre-fives and the National Curriculum for Key Stage 1 set out the requirements for learning from nursery through to the end of Key Stage 1 in both science and technology. This book will increase the confidence of the classroom assistants by offering suggestions for improving their subject knowledge in line with these requirements, and advice on how to support the teacher and the child through appropriate learning activities. The handbook will also benefit headteachers and teachers in early years settings who are training volunteers or classroom assistants (perhaps taking STA, BTEC or NNEB courses).
Great Games and Amazing Animation encourages readers to imagine and design their own computer games, including mazes, Pong and Space Invaders! It will take them through all of the creative steps involved, from initial idea to designing characters and learning the types of code that are used to bring these games to life. Features give practical activities for readers to try. These 'try at home' examples help reinforce learning and are not linked to specific software or operating systems. Real-world anecdotes from the world of information technology look at the forerunners of digital technology that have paved the way for animators and games developers today. Provides support to many teachers who are not subject specialists in this area and who can use this book for ideas, inspiration and materials. The book doesn't rely on a particular software/OS. Other titles in the Get Ahead in Computing series: Amazing Applications & Perfect Programs; Awesome Algorithms & Creative Coding; Computing and Coding in the Real World; Super Social Media and Awesome Online Safety; The Science of Computers; Web Page Design
My Stars: Gemini is a perfect gift for children born between 21st May and 20th June. Children will learn all about their star sign, including: Science: Children will discover their constellation in the night sky and a die-cut finger trail to trace. Myth: Each star sign has roots in Greek myth, which is retold for young readers, along with the classic symbol for the star sign. All About You: Little ones will find out about the personality traits associated with their sign, along with the colour, gemstone and flowers! With wonderful illustrations by bestseller Lizzy Doyle, My Stars is an innovative series of board books that make beautiful and personal gifts.
Perfect for middle grade readers and history enthusiasts, New York Times bestselling author Steve Sheinkin presents the fascinating and frightening true story of the creation behind the most destructive force that birthed the arms race and the Cold War in Bomb: The Race to Build―and Steal--the World's Most Dangerous Weapon. In December of 1938, a chemist in a German laboratory made a shocking discovery: When placed next to radioactive material, a Uranium atom split in two. That simple discovery launched a scientific race that spanned three continents. In Great Britain and the United States, Soviet spies worked their way into the scientific community; in Norway, a commando force slipped behind enemy lines to attack German heavy-water manufacturing; and deep in the desert, one brilliant group of scientists was hidden away at a remote site at Los Alamos. This is the story of the plotting, the risk-taking, the deceit, and genius that created the world's most formidable weapon. This is the story of the atomic bomb.
Be a SCIENCE MAKER by experimenting, tinkering and building to discover the wonders of science! Learn all about LIVING THINGS by following in the footsteps of famous scientists, artists and inventors. - Create your own miniature greenhouse like inventor Nathaniel Bagshaw Ward - Be inspired by artist Antony Gormley and make a cast if your own hand - Build a DNA model, like biologists Francis Crick and James Watson, and much more! Each title in this series contains ten 'makes', prompted by featured profiles of great scientists, artists and engineers. Children will learn about and create the experiments and builds that have led to world-changing discoveries, amazing machines and inspiring artworks. Perfect for KS2 science and technology classes aged 9 and up.
Natural disasters devastate communities. They reshape the landscape and can alter people's ways of life in an area for years after the event. Learn all about the 10 worst wildfires in this book from the Peshtigo Fire in the USA in 1871 to the wildfires in Indonesia of 2015. This series explores the world's top ten worst recorded disasters, explaining how and why they happen and where in the world they have taken place. The series also invites the reader to examine what they have learnt about natural disasters and to apply that knowledge by answering critical thinking questions at the end of each book. Perfect for readers aged 9 and up.
This book provides the information that is required to start a small spacecraft program for educational purposes. This will include a discussion of multiple approaches to program formation and build / buy / hybrid decision considerations. The book also discusses how a CubeSat (or other small spacecraft program) can be integrated into course and/or program curriculum and the ancillary benefits that such a program can provide. The assessment of small spacecraft programs and participatory project-based learning programs is also discussed extensively. The book presents prior work related to program assessment (both for a single program and internationally) and discusses how similar techniques can be utilized for both formative and summative assessment of a new program. The utility of these metrics (and past assessment of other programs) in gaining buy-in for program formation and funding is also considered.
Design a flexible protective layer for a space suit. Space suits have come a long way. The look and function of space suits has evolved over time, but their purpose has always been the same--to keep astronauts safe. From the first suits worn during the Mercury missions, to the latest suits being tested by NASA, there have been great improvements. Learn all about the science behind space suits and how they have changed over time. Created in collaboration with the Smithsonian Institution, this Smithsonian Informational Text builds reading skills while engaging students' curiosity about STEAM topics through real-world examples. Packed with factoids and informative sidebars, it features a hands-on STEAM challenge that is perfect for use in a makerspace and teaches students every step of the engineering design process. Make STEAM career connections with career advice from actual Smithsonian employees working in STEAM fields. Discover engineering innovations that solve real-world problems with content that touches on all aspects of STEAM: Science, Technology, Engineering, the Arts, and Math!
Natural disasters devastate communities. They reshape the landscape and can alter people's ways of life in an area for years after the event. Learn all about the 10 worst hurricanes in this book from the Great Galveston Hurricane in Texas, USA in 1900 to Typhoon Haiyan in the Philippines in 2013. This series explores the world's top ten worst recorded disasters, explaining how and why they happen and where in the world they have taken place. The series also invites the reader to examine what they have learnt about natural disasters and to apply that knowledge by answering critical thinking questions at the end of each book. Perfect for readers aged 9 and up.
Did you know that Florence Nightingale pioneered the use of statistics in public health? That Marie Curie is still the only person to have won the Nobel Prize in both physics and chemistry-and the only winner whose daughter also won a Nobel Prize? That in the 17th century, the most accomplished scholar in mathematical astronomy was a Polish woman, Maria Cunitz? Now includes a pioneer of laser eye surgery, Patricia Bath, and a new afterword about women's position in the sciences today.
Take a look at how a robotic arm is designed, how engineers are devising examples that can be controlled by the human brain just like a real arm, and how the science of electronics allows the robot to interpret electrical signals and move in response. Find out about sensors, code and programming, explore fascinating robots from drones and space rovers to medical robots, and meet some of the world's most famous robots. Try activities such as designing your own rescue robot to squeeze into small spaces. Inject some fun into STEAM topics, with these lively examinations of buildings, robots, computers, vehicles, materials and space! This bright, colourful new series aims to inspire children aged 8 and up with a lifelong love of STEAM subjects.
Vanaf die vroegste tye wonder mense hoe dinge werk en wat ons wereld laat lyk soos dit lyk. Danksy duisende jare se eksperimente en idees, het ons al allerlei dinge uitgevind! In hierdie boek maak jy kennis met die geniale gedagtes en eureka-oomblikke agter die grootste wetenskaplike ontdekkings in die geskiedenis van die mensdom – swart gate, mane, magnete, mikroskopiese wesentjies, die waarheid oor hitte en lig, wat plante eet, DNS, siektes, dinosourusse, atome, asteroiedes en x-strale – en sommer nog baie, baie meer.
Take a look at how computers are designed, how engineers program them and how all the data in computers is held. Find out about memory, outputs and inputs, explore amazing feats of computing such as the web, artificial intelligence and virtual reality and imagine what computers might be able to do in the future. Test your understanding with fun activities, such as writing your own program using a programming language such as Scratch.Inject some fun into STEAM topics, with these lively examinations of buildings, robots, computers, vehicles, materials and space! This bright, colourful new series aims to inspire children with a lifelong love of STEAM subjects.
Meet the S.T.E.A.M. pioneers and discover their fascinating life story and inspirations. Jane Goodall tells the story of this key scientific figure, covering her childhood during which she discovered her love of wildlife and observing it through to her ground-breaking observations and discoveries about chimpanzee behaviour. She revolutionised our understanding of our closest relative in the animal kingdom Masterminds introduces some of the world's great scientists, inventors and artists, retelling their lives and explaining why their work is important. Clear photographic designs bring a real-life quality to these biographies and major S.T.E.A.M. discoveries. Provides an understanding of scientific discoveries and presents inspirational lives from a variety of diverse backgrounds. Includes a timeline of the person's life and shows the ongoing legacy that we can see around us today. Perfect for readers aged 7 and up.
Explore the science in everyday life with these simple, step-by-step experiments to do around the home. Each activity takes a complex, scientific concept and makes it easy for kids to understand. Young scientists will enjoy discovering the science behind the simple phenomena all around them.
Learn all about the incredible things your heart, lungs, arteries, and circulatory system do and how to keep them healthy and strong! With vibrant images and informational text in conjunction with supportive diagrams and stimulating facts, readers are introduced to basic biology and vocabulary.
Designed around the Level 2 specification, this easy-to-use and relevant handbook is a vital success tool for Level 2 Motorcycle Maintenance and Repair Learners. Covers Level 1 specification topics, so Level 1 learners can develop their knowledge using the handbook and bridge the gap between Level 2 and further study. Real-work focus fuels candidates' aspirations, helping them to put their learning into the context of real maintenance and repair scenarios. Straightforward and appropriate language is tailored specifically to the motorcycle industry and, with an attractive layout, keeps learners focused, engaged and provides them with an easy-to-reference working manual. Detailed assessment practice gives your learners the preparation they need to tackle assessments with confidence and achieve the best results they can.
Uncover the most amazing moments in scientific and technological discovery in this fascinating, over-sized timeline reference. Created in association with the Science Museum, the timeline is uniquely broken out into seven subject areas (such as math & measurement, building & inventions) as well as by date, with over 1,000 pictures and captions. From the stone age to today, the nearly six-foot-long timeline allows readers to compare events across the world at any given moment in time. An easy-to-read chronicle, written in the form of newspaper articles, highlights key moments in science, such as the first use of written numbers and the invention of the telephone. Other features include a page of letters to the editor, a fifty-question quiz, and a pocket magnifier to make it easier to explore all the timeline's details. Perfect for 6-14 year olds, and science lovers of any age!
This book discusses the teaching and learning about technological systems in technology education and adjacent curriculum areas. It describes, analyzes and synthesizes contemporary research on technological systems in technology education. By delving into the philosophy, sociology and history of technology, technology education and the learning and teaching of technological systems, it summarizes prior research and analyzes new research. This book thereby serves as a resource and reference work for professionals in this area of research and education. |
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