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Books > Children's & Educational > Technology & applied sciences > Computing & information technology > General
Exam Board: SQA Level: Higher Subject: Computing Science First
Teaching: August 2018 First Exam: May 2019 Get your best grade with
comprehensive course notes and advice from Scotland's top experts,
fully updated for the latest changes to SQA Higher assessment. How
to Pass Higher Computing Science Second Edition contains all the
advice and support you need to revise successfully for your Higher
exam. It combines an overview of the course syllabus with advice
from a top expert on how to improve exam performance, so you have
the best chance of success. - Revise confidently with up-to-date
guidance tailored to the latest SQA assessment changes - Refresh
your knowledge with comprehensive, tailored subject notes - Prepare
for the exam with top tips and hints on revision techniques - Get
your best grade with advice on how to gain those vital extra marks
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IT for All
(Paperback)
David Banes, Carole Thornett, Peter Gossage, Caroline Coles
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R884
Discovery Miles 8 840
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Ships in 10 - 15 working days
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First Published in 1995. Routledge is an imprint of Taylor &
Francis, an informa company.
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!
Illustrated revision and practice.Absolute clarity is the aim with
a new generation of IGCSE Computer Science revision guide. This
clear study 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 and more accessible. Past examinations
question 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. This book
is suitable for the 0478 9-1 IGCSE, the 0984 A*-G IGCSE and the
2210 O Level for examination in 2023 onwards. Hundreds of marks
worth of examination style questions Answers provided for all
questions within the books Illustrated topics to improve memory and
recall Specification references for every topic Examination tips
and techniques Free Python solutions pack
Help your students learn essential ICT skills, from Microsoft
Office (R) basics to animations and websites. This series brings a
fresh approach to ICT for students from 7 to 14 years old, mapped
to the Cambridge ICT Starters syllabus for examination from 2019.
In Next Steps, learners develop their understanding of email and
programming. The resource also introduces them to working with
multimedia. Students will create a book cover and use programming
to design a shop sign. Each activity is clearly introduced, with
step-by-step guidance to help learners master new skills. Key words
and visual examples support students' understanding. Download
source files for the activities from our website.
Discover how your everyday tech works while developing your coding
skills! Smartphones have become an extension of ourselves. We
couldn't live without them. But how do they work? What's inside
them and how are the apps we rely on so much created and designed?
These are the topics explored in Create the Code: Smartphones.
You'll also learn to code your own apps using Scratch and MIT's App
Inventor: create emojis, code a web browser and make your own
selfie filter app! Best of all : you'll get to test them on your
own smartphone! Each book explains the key computer code and
systems that are used to create and control the tech you use
everyday such as the Internet, your smartphone, music and films and
your apps. Step-by-step activities teach you how to create your own
versions on screen with code The series uses Scratch, HTML and
MIT's App Inventor as the coding languages Author Max Wainewright
is a leading authority on teaching kids to code. Perfect for coders
aged 9 and up.
Music Technology in Education lays out the principles of music
technology and how they can be used to enhance musical teaching and
learning in primary and secondary education. Previously published
as "Computers in Music Education," this second edition has been
streamlined to focus on the needs of today s music education
student. It has been completely updated to reflect mobile
technologies, social networks, rich media environments, and other
technological advances. Topics include:
- Basic audio concepts and recording techniques
- Enhanced music instruction with interactive systems, web-based
media platforms, social networking, and musicianship software
- Administration and management of technology resources
- Distance education and flexible learning
"
Music Technology in Education" provides a strong theoretical and
philosophical framework for examining the use of technology in
music education while outlining the tools and techniques for
implementation in the classroom. Reflective Questions, Teaching
Tips, and Suggested Tasks link technology with effective teaching
practice. The companion website provides resources for deeper
investigation into the topics covered in each chapter, and includes
an annotated bibliography, website links, tutorials, and model
projects. "
The Cambridge Exam Success Guide in ICT for IGCSE fully supports
the Cambridge IGCSE ICT syllabus (0417), for first examination in
2023. It is suitable for use alongside the Cambridge Complete ICT
Third Edition series or as a stand-alone resource, helping students
to reach their full potential and achieve their best grades in
exams. The Exam Success Guide brings clarity and focus to exam
preparation and provides targeted exam guidance. Learners can recap
content through easy-to-digest chunks, apply this via targeted
revision activities, review and reflect on their work, and use exam
practice and worked examples to raise their grade. Other resources
available for the Cambridge IGCSE ICT syllabus are a Student Book,
which is at the heart of delivering the course, and a Teacher
Handbook, which offers full lesson planning support.
The bestselling scientific series is expanding! With scientific and
mathematical information from an expert, this is the perfect book
for enlightening the next generation of geniuses. Introduce your
baby to programming and computer basics in this must-have board
book for nerdy babies! Written by industry experts, Quantum
Computing for Babies is a colorfully simple introduction to the
magical world of quantum computers. Babies (and grownups!) will
discover the difference between bits and qubits and how quantum
computers will change our future. With a tongue-in-cheek approach
that adults will love, this installment of the Baby University
board book series is the perfect way to introduce basic concepts to
even the youngest scientists. After all, it's never too early to
become a quantum physicist! Baby University: It only takes a small
spark to ignite a child's mind. Other Baby University titles
include: Quantum Physics for Babies Rocket Science for Babies
Neural Networks for Babies Organic Chemistry for Babies
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.
Discover how your everyday tech works while developing your coding
skills! Computer graphics are everywhere! From the icons and
buttons you tap to open and navigate apps to the impressive special
effects in movies, these are created by computers and more or less
complex code. Let's take a look inside how these work and learn to
code our own in Create the Code: Computer Graphics. Using Scratch
and HTML, you'll create a simple drawing app, code an explosion and
even make a 3D model of the Solar System. Each book in the Create
the Code series explains the key computer code and systems that are
used to create and control the tech you use everyday such as the
Internet, your smartphone, music and films and your apps.
Step-by-step activities teach you how to create your own versions
on screen with code The series uses Scratch, HTML and MIT's App
Inventor as the coding languages Author Max Wainewright is a
leading authority on teaching kids to code. Perfect for coders aged
9 and up.
ICT InteraCT is a new course delivering everything teachers and
students need for success at Key Stage 3. The series combines
digital resources with Student's Activity Books and photocopiable
Teacher's Packs. ICT InteraCT is designed to help specialists and
non-specialists alike deliver effective ICT to students at Key
Stage 3. Placing an emphasis on relevant, scenario-based activities
that promote problem solving through clearly levelled tasks, the
resources provide: - A stimulating, scenario-based approach -
Levelled assessments that are differentiated by task - Teacher's
guidance on how to assess the levels and map the contents of the
course to the revised Programme of Study, STUs, QCA Scheme of Work
and other initiatives, such as Every Child Matters - Formative and
summative assessment opportunities - including interactive tests -
Tasks that cover skills, knowledge and understanding to promote ICT
capability - Truly integrated print and electronic content The
Pupil's book contains access to digital resources which are perfect
for home and independent learning. The book also features
activities that are designed for use with students when the IT
suite is not available, reinforcing knowledge and understanding.
This book broadly educates preservice teachers and scholars about
current research on computational thinking (CT). More specifically,
attention is given to computational algorithmic thinking (CAT),
particularly among underrepresented K-12 student groups in STEM
education. Computational algorithmic thinking (CAT)-a precursor to
CT-is explored in this text as the ability to design, implement,
and evaluate the application of algorithms to solve a variety of
problems. Drawing on observations from research studies that
focused on innovative STEM programs, including underrepresented
students in rural, suburban, and urban contexts, the authors
reflect on project-based learning experiences, pedagogy, and
evaluation that are conducive to developing advanced computational
thinking, specifically among diverse student populations. This
practical text includes vignettes and visual examples to illustrate
how coding, computer modeling, robotics, and drones may be used to
promote CT and CAT among students in diverse classrooms.
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
Designing for Learning in a Networked World provides answers to the
following questions: what skills are required for living in a
networked world; how can educators design for learning these skills
and what role can and should networked learning play in a networked
world? It discusses central theoretical concepts and draws on
current debates about competences necessary to thrive in
contemporary society. The book presents detailed analyses of skills
needed and investigates the question of how one can design for
learning in specific empirical cases, ranging in academic level
from preschool to university teaching. The book clarifies the
different conceptions of design within the educational field and
offers a framework for thinking critically about instances of
networked learning. It analyses digital and Computational Literacy
and discusses participatory skills for learning in a networked
world. Examples of specific empirical cases include teaching
programming to students not necessarily intrinsically motivated to
learn; facilitation of a participatory public in the library and
designs for children's transition from day-care to primary school,
discussed as a matter of networked contexts. Engaging thoughtfully
with the question of '21st century skills', this book will be vital
reading to scholars, researchers and students within the fields of
education, networked learning, learning technology and the learning
sciences, digital literacy, design for learning, and library
studies.
ScratchJr is a free, introductory computer programming language
that runs on iPads, Android tablets, Amazon tablets, and
Chromebooks. Inspired by Scratch, the wildly popular programming
language used by millions of children worldwide, ScratchJr helps
even younger kids create their own playful animations, interactive
stories, and dynamic games. The Official ScratchJr Book is the
perfect companion to this free app and makes coding easy and fun
for all. Kids learn to program by connecting blocks of code to make
characters move, jump, dance, and sing. Each chapter includes
several activities that build on one another, culminating in a fun
final project. These hands-on activities help kids develop
computational-thinking, problem-solving, and design skills. In each
activity, you ll find: Step-by-step, easy-to-follow directions Ways
to connect the activity with literacy and math concepts Tips for
grown-ups and teachers Creative challenges to take the learning
further By the end of the bo
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