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Books > Children's & Educational > Technology & applied sciences > Computing & information technology > General
ClearRevise is all about making your revision easy. At the end of the course, doing practice papers is useful - but an exam tutor can make a big difference.This book helps provide support from both angles and will really help you to ace the exam.The first section is your exam tutor. It shows you example questions with model answers. Just like a tutor, it gives you exam tips and lets you know what the examiner is looking for. Secondly, you are then given similar questions from the same topic for you to have a go at, applying your knowledge and tips. With over 400 marks in this section and all the answers provided you'll easily revise the topics as you go. Lastly, there are two complete exam papers written in the same style as the live OCR papers to try. They're exactly the same length and marks as the real exam, providing a realistic experience and a great opportunity to show how much you've progressed.
This book constitutes the refereed proceedings of the 46th Annual Conference of the Southern African Computer Lecturers' Association on ICT Education, SACLA 2017, held in Magaliesburg, South Africa, in July 2017. The 22 revised full papers presented together with an extended abstract of a keynote paper were carefully reviewed and selected from 63 submissions. The papers are organized in topical sections on ICT students of a new generation; technology and gaming in nowadays education; educational cooperation with the ICT industry; computer programming education; ICT courses and curricula.
This book is about two boy who are pen pals. Tommy, from England, visits his pen pal, hango, in Namibia. Together they go on an exciting adventure through the Oshana
What does is it mean for girls of color to become techno-social change agents--individuals who fuse technological savvy with a deep understanding of society in order to analyze and confront inequality? Kimberly A. Scott explores this question and others as she details the National Science Foundation-funded enrichment project COMPUGIRLS. This groundbreaking initiative teaches tech skills to adolescent girls of color but, as importantly, offers a setting that emphasizes empowerment, community advancement, and self-discovery. Scott draws on her experience as an architect of COMPUGIRLS to detail the difficulties of translating participants' lives into a digital context while tracing how the program evolved. The dramatic stories of the participants show them blending newly developed technical and communication skills in ways designed to spark effective action and bring about important change. A compelling merger of theory and storytelling, COMPUGIRLS provides a much-needed roadmap for understanding how girls of color can find and define their selves in today's digital age.
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.
Dingwalwa tsa Kagiso ke sekema sa dipuku tsa go bala tsa maemo tsa Afrika Borwa tseo di lebisitswego go Sehlopha sa Fase (Dikreiti R-3). Di hwetsagala ka maleme a a latelago: English, Afrikaans, SiSwati, Xitsonga, Tshivenda, IsiZulu, Sesotho, IsiXhosa, Setswana, Sepedi le IsiNdebele. Ka diswantsho tsa mebalabala tse botse, baithuti ba kgona go godisa tsebo ya go bala le go ngwala. 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. The Kagiso readers enable learners to develop literacy incrementally.
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. Computer Coding Games for Kids is the ideal guide for children ages 9-12 who want to learn more about computer programming using scratch. It can also be used by parents who want to help their children learn to code. Follow the simple steps to become an expert coder, using the popular programming language Scratch™ 3.0. This updated edition is the first to be tablet-computer friendly, making it even easier to get coding. With this coding book for kids, you can: - Improve your coding skills and create your own games, before remixing and customizing them. - Pick up the fundamentals of computer programming in steps that make even the most difficult coding concepts fun and easy to understand. - Share your games online and challenge friends and family to beat each other's scores. Fun games engage children and help teach them to learn code. Jumpy Monkey will show you how to simulate gravity in your games, or give Dog's Dinner a go to learn about collision detection. With this book, children won’t just learn how computer code works - they will understand why it's done that way. Once they have whizzed through the book, the possibilities are endless!
What do you need to know to teach computing in primary schools? How do you teach it? This book offers practical guidance on how to teach the computing curriculum in primary schools, coupled with the subject knowledge needed to teach it. This Seventh Edition is a guide to teaching the computing content of the new Primary National Curriculum. It includes many more case studies and practical examples to help you see what good practice in teaching computing looks like. It also explores the use of ICT in the primary classroom for teaching all curriculum subjects and for supporting learning in every day teaching. New chapters have been added on physical computing and coding and the importance of web literacy, bringing the text up-to-date. Computing is both a subject and a powerful teaching and learning tool throughout the school curriculum and beyond into many areas of children's learning lives. This book highlights the importance of supporting children to become discerning and creative users of digital technologies as opposed to passive consumers.
Consolidate coding skills and knowledge with engaging practice books for ages 7-11 containing easy-to-follow activities and projects, supported by accompanying teacher's notes. - Save time with 12 step-by-step activities per book across a range of applications, covering key requirements of the computing curriculum. - Embed and practice coding skills with creative activities and manageable pupil led projects suitable for use as standalone practice books, or to consolidate knowledge from Switched on Computing. - Stretch and challenge more able pupils with open ended activities - Teach lessons of the highest quality whatever your expertise with comprehensive teacher's notes. Book 3 for ages 9-10 covers Kodu, Snap! and Logo
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.
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.
This practical, hands-on book explains how to ensure that your students are information and communication technology literate-that is, competent with a range of tools, technologies, and techniques for seeking out and applying information. The importance of teaching information and communication technology (ICT) literacy is clear: without it, students will be ill-equipped to find and use information in all its forms as well as produce and present information in all forms. Unfortunately, most ICT literacy educational programs are irregular, incomplete, or arbitrary. Classroom teachers, teacher librarians, and technology teachers need a complete ICT program-one with clearly defined goals and objectives, planned and coordinated instruction, regular and objective assessment of learning, and formal reporting of results. This book explains how to integrate the objectives of ICT literacy into your school's established curricular structure. The book explains the rationale for a having a comprehensive ICT program, describes how to develop a Big6 by the Month program, and defines the challenges in the areas of information-seeking strategies, location and access, use of information, synthesis, and evaluation. It also includes templates for grade-level objectives; a scenario plan, program plan, lesson plan, and unit plan; summary evidence and criteria; performance descriptors; a presentation readiness checklist; and Big6 by the Month checklists for instructional leaders, teachers, and teacher librarians. Helps librarians better understand and implement the information and communication technology (ICT) skills required of 21st-century students Presents dozens of figures, templates, and lessons to aid librarians in implementing comprehensive ICT literacy programs that reach all students in all schools Provides highly relevant concepts for librarians at all schools or districts seeking to achieve local, state, or Common Core educational standards
In Project Code: Animation, young coders can use and refine their Scratch skills to create cool, professional animations. Project Code is a great series for young coders already familiar with Scratch, who are ready to take the next step. With a series of fun projects to master, each book allows readers to explore, create and learn coding fundamentals as they go along. This series supports the National Curriculum for Computing at KS2 and is ideal for readers aged 6 and up.
This book was first published in 2006. Technologists have the ideas. Lawyers know the rules. But for business managers and investors, rules and ideas don't readily combine into a strategic vision. No longer is intellectual property (IP) just a necessary expense for large technology companies. Competing and succeeding in the marketplace requires an in-depth understanding of IP - its use as a weapon, as a shield, and as a monetizable asset. Yet in a world where fortunes can rise or founder on the strength of an IP portfolio, hesitation to enter this arcane, unfamiliar world still abounds. This book equips the business manager with a working, practical knowledge essential to creating and exploiting IP wealth. It shows investors how to evaluate IP strength and competitive value. With its results-oriented perspective and international focus, Intellectual Property for Managers and Investors is essential for those with decision making-responsibility at the interface where business and innovation meet.
Teach kids the concepts of coding in easy-to-understand language and help them develop games of their own with The Everything Kids' Scratch Coding Book! Understanding computer science is becoming a necessity in the modern age. As our world shifts towards becoming increasingly more technical and automated, the ability to code and understand computers has become one of the most valuable skills any child can have on the road to a successful life. More and more schools are recognizing this importance and have started to implement computer science and coding as core elements in their curriculums, right alongside math and history. The Everything Kids' Scratch Coding Book helps children get a head start on this new essential skill, with Scratch coding-a language designed by MIT specifically to help a younger audience learn to code. In no time, children will learn basic coding concepts, build fun games, and get a competitive edge on their classmates. This book encourages children to think analytically and problem-solve, while helping them develop an essential skill that will last them a lifetime.
The Collins Cambridge IGCSETM ICT Student's Book Third Edition provides in-depth coverage of the IGCSE ICT syllabus (0417/0983) for examination from 2023. With an engaging approach that uses scenarios to build skills and link the theory to the practice of ICT, this course shows students how to make progress and prepare for their exams. Exam Board: Cambridge Assessment International Education * Be ready to teach the updated syllabus for examination from 2023 with the third edition of this popular coursebook. Fully and comprehensively updated to match the syllabus and include the latest hardware and software information. * Build skills with an engaging approach that uses scenarios to link the theory to the practice of ICT. * Fully cover the Cambridge IGCSE ICT syllabus. Each topic is broken down into manageable chunks to allow you to apply and consolidate your learning. * Have confidence in the content and approach of the Student's Book, which is written by highly experienced ICT teachers. * Successfully prepare for exams with end-of-session review and revise sections and summary boxes, as well as exam-style questions with annotated sample answers. * The accompanying download, available on the Collins site, includes source files to accompany practical tasks, as well as sample answers to past paper questions in the Student's Book with comments on these answers. Collins is working with Cambridge Assessment International Education towards endorsement of this title to support the full syllabus for examination from 2023.
Voldoen ten volle aan die vereistes van die Kurrikulum- en assesseringsbeleidsverklaring (NKABV). Eksamenoefening en assesseringsgeleenthede word verskaf. Riglyne van die volledige Assesseringsprogram word verskaf. Klaskamers regoor Suid-Afrika het die materiaal gebruik en beproef. Eksamensukses deur leerders te ondersteun en te betrek. Nuttige wenke vir klaskameronderrig.
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.
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.
An introduction to coding for kids Coding know-how is the coolest new tool kids can add to their creativity toolboxes--and all they need to get started is a computer connected to the internet and the lessons in this book. Easy! The book offers fun step-by-step projects to create games, animations, and other digital toys while teaching a bit about coding along the way. Plus, each project has an end goal to instill confidence and a sense of accomplishment in young coders once the project comes to life. Create simple applications in Scratch to learn how to build things with coding Experiment with "real" coding with tools built in JavaScript Use free online tools Share what you build with friends, family, and teachers Get creative and get coding!
The ICT Teacher's Handbook is an indispensable guide for all teachers responsible for the teaching and management of ICT in the secondary school, both as a comprehensive introduction for students learning to teach ICT and as a source of ongoing support for busy practising teachers. Illustrated throughout with case studies, key further reading and guidance on where to find and how to choose the best software and resources, the book also features a guide to specifications, software for whole school support and a useful glossary of key terms. Key topics covered include: Organising and delivering the ICT National Curriculum at key stages 3 and 4 and post 16 Teaching and learning with VLEs, IWBs, social networking and mobile technologies Assessment, record keeping and reporting Popular hardware, software and networks External assessment, target setting and tracking Managing technical support and technicians Preparing for promotion and managing an ICT department Strategies for whole school management of ICT Written for trainee and experienced ICT teachers and managers in both English and international schools, The ICT Teacher's Handbook is an authoritative guide designed to support effective teaching and learning, and efficient use of technology in all schools.
Improving Computer Science Education examines suitable theoretical frameworks for conceptualizing teaching and learning computer science. This highly useful book provides numerous examples of practical, "real world" applications of major computer science information topics, such as: * Spreadsheets * Databases * Programming Each chapter concludes with a section that summarzies recommendations for teacher professional development. Traditionally, computer science education has been skills-focused and disconnected from the reality students face after they leave the classroom. Improving Computer Science Education makes the subject matter useful and meaningful by connecting it explicitly to students' everyday lives. |
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