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Books > Children's & Educational > Technology & applied sciences > Design & technology > General
Man has evolved from ape to the modern form through thousands of years. His life is a long story of discoveries and inventions which have improved his life. Reading this category will give the children a glimpse of many such discoveries & inventions.
Specifically written to cover the AQA GCSE Electronic Products specification, our student book takes a focused look at the design and manufacturing processes of every day electronic products, whilst providing comprehensive support for the Controlled Assessment. Clear learning objectives at the start of each chapter, helping students focus on what they need to know. Key terms reinforce learning, providing definitions of key words that students need to be familiar with. Includes a range of activities that develops design and making skills, encouraging students to apply concepts to real-life contexts.
Wouldn't it be nice if there was a golden ticket to STEM education? Something that incorporated science, technology, math, and the most elusive of all, engineering? What if it could be applied as part of a lesson, as a class on its own, or as an after-school club? Sound too good to be true? It's not. The golden ticket is robotics. It's hard to find a better way to teach STEM education. And the best part is it's hands on, multidisciplinary, collaborative, an authentic learning experience, and engaging! LEGO Robotics has exploded in popularity, but despite the obvious benefits, many educators are hesitant to begin a program in their school because it seems challenging. Mark Gura has written this book to encourage you to give robotics a try. Although starting a robotics program may seem like a daunting task, Gura brings together the information you need and presents it in a manageable, organized way so that you learn what LEGO Robotics is, what student activities look like, how to begin, how to manage a class, how robotics relate to standards, and much more. Gura concludes with more than a dozen interviews with educators, trainers, and even a student, so you can receive first-hand advice and recommendations. After reading this book you will be on your way to introducing your students to LEGO Robotics activities and competitions!
What are the problems and challenges we face around the world when it comes to the houses we live in? How can we build enough safe, comfortable and energy-efficient homes for everyone who needs them without contributing to climate change and habitat destruction? Interactive 'Solve It!' design challenges give readers the information they need to develop sustainable solutions to the problems discussed, and step-by-step 'Test It!' activities encourage them to explore putting principles into practice.
What are the problems and challenges we face around the world when it comes to the cities we live in? How can we create enough living spaces and transport networks without contributing to climate change and habitat destruction? Interactive 'Solve It!' design challenges give readers the information they need to develop sustainable solutions to the problems discussed, and step-by-step 'Test It!' activities encourage them to explore putting principles into practice.
This is a complete text that provides detailed and concise coverage of all the topics and disciplines covered in the new Edexcel 1DT0 Design and Technology (9-1) specification, written and presented in a way that is accessible to teenagers and easy to teach from. It will be invaluable both as a course text and as a revision guide for students nearing the end of their course. It is divided into neat sections covering every element of the specification. Sections 6-1 to 6-6 of the textbook cover each of the six specialist material categories. These sections would complement practical classroom experience.
Wall to Wall Design provides teachers with an opportunity to explore issues surrounding the appropriate design and application of technology in the building of homes in both Kenya and the UK. The resource pack uses the IT Kenya's Masaai housing project as a practical case study, where women are responsible for the planning, designing and construction of improved housing. Teachers are presented with a wealth of activities that encourage students to draw parallels between approaches to housing development in both Kenya and the UK; explore values and issues which influence design and technology choices; learn about sustainable approaches to building techniques by looking at structures and materials; engage in a range of focused practical activities, enabling students to have an appreciation of what sustainable technology means in practice.
This ethereal collection of designs by the elusive fairie "couturier" Ellwind includes dresses, shoes, hats, and other items fashioned from such natural materials as leaves, flower petals, and seeds. Full-color photos.
"Caribbean Home Economics" has been designed to equip students with all the essential skills needed for successful home making. The three course books are each divided into a series of sections which consider the following basic topics: the family, food and nutrition, textiles and clothing, consumer education, entertaining. The complete course covers all the requirements of the CXC Home Economics syllabus. Within each section, various aspects of the topic are explored with the help of photographs and drawings. The emphasis throughout the course is on student participation; a wide variety of recipes, many using local produce, is included; and suggestions for "things to do" both in the classroom and at home appear at regular intervals. Each book builds on and extends the work covered in the previous volume. At the end of the third book, material for CXC examination practice is also provided.
'Douglas Newton's Teaching Design and Technology gives encouragement to creativity in younger pupils. Aimed at ages 3-11, it contains a variety of suggestions for activities providing more than just a collection of ideas, there are many suggestions that might help children plan and work towards quality products' - The Times Educational Supplement 'An excellent book which is both thought-provoking and extremely practical. The philosophy and history behind D&T is enlightening and very entertaining, whilst the numerous ideas for practical activities make it a 'pick up and use' book. Unusually, it provides a wide range of activities for children as young as 3 up to 11 years of age, and detailed lesson plans demonstrate how they can be presented in class. The problem-solving approach taken by this book supports views on 'best practice' as described in the government publication 'Excellence and Enjoyment'. As the focus in education is on developing a more creative curriculum, this book is a must for both experienced teachers and students alike' - Linda Johnston, Head at Sedgefield Hardwick Primary 'This book is packed full of sound advice and good ideas interlaced with the essence of what Design and Technology in primary schools should be' - David Jinks, Jerwood Laureate 'A very practical book, which focuses on sound advice from an expert in D&T education... Here you will find a wealth of ideas for putting into practice. What shines through is the depth of experience that Newton brings to the work... This is an invaluable resource for any primary school and deserves to be widely read. I have no doubt that teachers will rate it highly' - Primary Science Review 'This very readable book gives a wealth of simple interesting examples of technological development that will be appreciated by children throughout the primary school... Very practical general teaching advice is given throughout... a valuable resource for trainees and teachers who lack experience in this subject' - Journal of Education for Teaching Training to teach Design and Technology? Need ideas for your lessons? Want to refresh your D&T teaching? Professor Douglas Newton's succinct guide to teaching design and technology uses ideas that have been road-tested and developed over his many years of teaching and of training student teachers and practitioners. Assuming no prior knowledge, this straightforward book will quickly help you teach D&T in the primary school and D&T-related activities in the very early years. It gives you ready-made lesson plans and banks of teaching ideas for immediate use in your classroom. Written for the busy trainee and teacher, this practical book features: - A clear account of the nature of D&T and what is expected of you. - Time-saving, photocopiable worksheets to help children grasp problems, develop ideas and plan. - Lots of activities for the children, some set out in step-by-step detail. - Advice on helping children make progress and on assessing their work. - Looking ahead: some guidance for the aspiring teacher on preparing for curriculum leadership. - Helpful chapter summaries.
It's time to go to the theme park! Giant rides loom around you, and countless parts are in motion. But many simple machines are at work too. See the Ferris wheel? That's a wheel and axle. Try your luck at skee-ball. You're using an inclined plane. Find out more about the simple machines behind the excitement.
Design thinking is a method of problem-solving that relies on a complex set of skills, processes and mindsets that help people generate novel solutions to problems. Taking Design Thinking to School: How the Technology of Design Can Transform Teachers, Learners, and Classrooms uses an action-oriented approach to reframing K-12 teaching and learning, examining interventions that open up dialogue about when and where learning, growth, and empowerment can be triggered. While design thinking projects make engineering, design, and technology fluency more tangible and personal for a broad range of young learners, their embrace of ambiguity and failure as growth opportunities often clash with institutional values and structures. Through a series of in-depth case studies that honor and explore such tensions, the authors demonstrate that design thinking provides students with the agency and compassion that is necessary for doing creative and collaborative work, both in and out of the classroom. A vital resource for education researchers, practitioners, and policymakers, Taking Design Thinking to School brings together some of the most innovative work in design pedagogy.
Develop knowledge, understanding and designing and making skills through Key Stage 3 so students are ready for the new GCSE in Design and Technology, with our brand-new Student Book. With topics directly linked to the new GCSE (9-1) specifications, Exploring Design and Technology will build a solid foundation by boosting your students' understanding of the key concepts, introducing them to important terminology and developing their practical skills through Key Stage 3. * Build understanding through years 7, 8 and 9 with engaging, carefully timed and level-appropriate lessons that draw on the GCSE subject content. * Develop practical skills with a variety of creative designing and making activities that use a wide range of materials, tools, equipment and processes. * Boost knowledge with clear explanations of important terminology and concepts that students will need to apply when identifying design problems, understanding user needs and developing design solutions in a range of contexts. * Encourage subject interest with 'find out more' - research features that broaden understanding of materials and their working properties, new technologies and the wider influences on designing and making. * Monitor and measure student progress with knowledge check questions provided for every topic.
The book is a comprehensive guide for students and practitioners who want to take a collaborative approach in their design practice. Authors Marty Maxwell Lane and Rebecca Tegtmeyer introduce a range of case study collaborations, both face-to-face and remote, and between individuals and groups. The book addresses the basics of getting started, planning ahead and reflecting on outcomes, alongside the issues that come up in collaborative work, e.g. cross-cultural exchange, or managing roles within a diverse team. Editorial commentary runs throughout the chapter introductions and case studies, with informatics illustrating key concepts and expanded 'call out' points in the martin. More complex case studies offer a 'deep dive' section to explain and share further details of the featured projects.
D&T Workshop is a major new series of information books devised to inspire primary-age children to investigate, design and make a wide range of products using different technologies like levers, gears, cams, batteries, winding mechanisms, food technology and more. Each book explores a different set of products and the technology behind them. Pupils investigate existing products and then carry out focused practical tasks which provide opportunities to learn and practise the necessary skills, e.g. testing alternative designs, building a specific component, or learning to use tools safely. Each book ends with a full-scale design and make activity that encourages children to put into practice the skills, knowledge and understanding they have learned.
D&T Workshop is a major new series of information books devised to inspire primary-age children to investigate, design and make a wide range of products using different technologies like levers, gears, cams, batteries, winding mechanisms, food technology and more. Each book explores a different set of products and the technology behind them. Pupils investigate existing products and then carry out focused practical tasks which provide opportunities to learn and practise the necessary skills, e.g. testing alternative designs, building a specific component, or learning to use tools safely. Each book ends with a full-scale design and make activity that encourages children to put into practice the skills, knowledge and understanding they have learned.
Each book in this series provides all the necessary ingredients to start children designing and making their own exciting technology projects, based on simple "recipes" that use readily available, low-cost materials. The projects give hands-on experience of technology in everyday life and are constructed in a way that makes finding out about technology fun. "Amazing Machines" introduces the reader to levers and linkages, pulleys, gear wheels, friction drive, cams and crankshafts, wheels and axles.
Exam board: WJEC Level: GCSE Subject: Design and Technology First teaching: September 2017 First exams: Summer 2019 Reinforce classroom learning and boost students' understanding of their chosen area of design and technology with this textbook written for the WJEC GCSE Design & Technology specification for Wales. Written by leading D&T experts, this textbook will build your students' knowledge of the core principles, help to develop their designing and making skills and provide them with the opportunity to make sure they are ready to tackle both parts of the assessment. - Helps students clearly understand the core knowledge, understanding and skills and general concepts of designing and making, as well as build their knowledge, understanding and skills of either Engineering Design, Fashion and Textiles or Product Design in more depth - Hones students' mathematical and scientific ability so they don't miss out on the easy marks - Features practice questions in the style of the written exam to make sure students are confident to tackle the written element of the assessment - Inspires and motivates students with stretch and challenge: activities designed to challenge the more able learners and to ensure progression to A-level
Exam board: AQA Level: GCSE Subject: Design and Technology First teaching: September 2017 First exams: Summer 2019 Target success in AQA GCSE (9-1) Design and Technology with this proven formula for effective, structured revision. Key content coverage is combined with exam-style tasks and practical tips to create a revision guide that students can rely on to review, strengthen and test their knowledge. This revision guide is for you if you have chosen to study timbers, metals or polymers in greater depth. With My Revision Notes, every student can: - plan and manage a successful revision programme using the topic-by-topic planner - consolidate subject knowledge by working through clear and focused content coverage - test understanding and identify areas for improvement with regular 'Now Test Yourself' tasks and answers - improve exam technique through practice questions, expert tips and examples of typical mistakes to avoid - get exam ready with extra quick quizzes and answers to the practice questions available online.
D&T Workshop is a major new series of information books devised to inspire primary-age children to investigate, design and make a wide range of products using different technologies like levers, gears, cams, batteries, winding mechanisms, food technology and more. Each book explores a different set of products and the technology behind them. Pupils investigate existing products and then carry out focused practical tasks which provide opportunities to learn and practise the necessary skills, e.g. testing alternative designs, building a specific component, or learning to use tools safely. Each book ends with a full-scale design and make activity that encourages children to put into practice the skills, knowledge and understanding they have learned.
Sean Connolly's bestselling "genius at work" series gets it's "T!" STEM, standing for Science, Technology, Engineering, and Mathematics, refers to the core non-humanities subjects that are so critical to contemporary education. And now, after covering everything but the technology, this master of fun, messy, possibly risky and compelling interactive science experiments explores twenty-seven key areas in current and near-future tech. Author of The Book of Totally Irresponsible Science, The Book of Massively Epic Engineering Disasters, and, most recently, The Book of Ingeniously Daring Chemistry Sean Connolly delves into the fascinating and potentially scary world of driverless cars, artificial intelligence, robots and androids, smart clothing, the "internet of things," test-tube meat, the space elevator, and more. Through cool illustrations, quick definitions, illustrated panels, and Connolly's clear and always-lively writing, readers learn what each breakthrough means; how it has or will improve our lives; what other technologies are related to it; and what the terrifyingly awesome potential risks are. (3D printing? What happens when someone bad "prints" a weapon?) And to make the learning hands-on, each chapter includes an experiment to help understand the underlying principles of these incredibly complicated developments: Use milk jugs and balloons to test solar power. Food dye and water to understand genome technology. A paper airplane to gain insight into drones. Two boards and two friends to replicate the force of a powered exoskeleton. It's science, down to a T.
As organizations increasingly recognize the centrality of design to strategy, designers have an opportunity to shape decisions at the highest level, moving beyond low-level UI/UX decisions to product vision and strategy. In The Designer's Guide to Product Vision, pioneering product design visionary Laura Fish helps you level up your skills and become a modern design leader. Fish shows how to make the hard-won transformation to strategic designer, and harness your new power by championing product visions that make a powerful difference. You'll learn how to: Lead digital product journeys in an agile world, using product vision as a strategic compass that keeps everyone aligned in the face of change Bind your product to purposeful direction: delivering the best experience that solves for user problems through the lens of business objectives Master the exceptional business communication skills you need to command business endeavors based on product or service vision Secure dedicated resources, assemble your team, and captain your visioneering expedition to success Fish provides practical tools that help you apply her strategies, including product vision proposal document deliverables, storytelling arc templates, vision solution story templates, and more. With her guidance and resources, you can leave pixel-pushing behind -- and change your world.
It's time to go to the theme park! What's at the centre of this fun-filled place? Motion! Did you feel like you were floating for a second on the rollercoaster? You can thank g-forces! Did you send the bottles flying after a game-winning throw? That's Newton's first law of motion. Find out more about the science involved in making things go.
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