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Books > Children's & Educational > Technology & applied sciences > Computing & information technology > General
What kind of work might be taken over by Artificial Intelligence (AI)? From doing dangerous jobs to helping to create products, the ideas are endless. Learn how the future of work might change because of AI.
Computers touch our lives everyday, in countless ways, but how do they know what to do? How do we communicate with them and they with each other? Computer language! Grace Hopper was a pioneer in computer programming, a woman whose scientific research led to computer-language tools and technology still in use today. Her story is filled with trial and error, and, in this book, readers can follow her journey step by step.
WHEN IT COMES TO USING TECHNOLOGY IN THE CLASSROOM ARE YOU... ...a nervous beginner in need of tips for getting started? ...an expert user searching for some high-tech, creative activities? ...an ICT coordinator looking for advice on how to plan and implement your school provision? With the implementation of the new Primary Computing curriculum there has never been a better time to get your knowledge of ICT and the best ways to use it in the Primary classroom up to scratch! Whatever your level, there are activities and advice in this book for you. The Ultimate guide to using ICT across the primary curriculum is the definitive guide to embedding ICT in all subjects across the primary school. From using digital cameras and Beebots to Twitter and mobile apps, the creative and up-to-date ideas in this book will motivate and engage your pupils and prepare them for the changing world of technology they are living in. As well as step by step instructions on how to use a variety of technologies effectively, this book covers e-safety and the digital child, planning and budgeting your provision and how to use technology to support children with special educational needs. The Foreword is written by Stephen Heppell, in which he says: [this book] is filled with sensible pragmatic advice, from the way it helps teachers to self rate themselves, through its wonderfully grounded 'here is a technology, why might you use it, what can you do approach' to its recession-aware reference back to the costs of each technology....it is full of today's advice, today's technology and really helps today's teachers build a properly digital school, right away.'
We are working with Cambridge Assessment International Education to gain endorsement for this forthcoming title. Created with teachers and students in schools across the globe, Boost is the next generation in digital learning for schools and colleges, bringing quality content and new technology together in one interactive website. The Teacher's Guide includes a print handbook and a subscription to Boost, where you will find a range of online resources to support your teaching. - Confidently deliver the revised syllabus with lesson plans, scheme of work, answers for all Student's Book activities and full electronic solutions for all practical activities in the Student's Book.
Could you program a toaster Make a phone call on a watch Stop a thief from stealing your identity With computers we can do all this and more. Learn about our digital lives from staying safe online to understanding a computer's languages and discover how computers store and use our information in Computers and Coding. This series uses engaging imagery and simple information to equip young readers with the digital skills they need to live and learn in a virtual world.l|Could you program a toaster Make a phone call on a watch Stop a thief from stealing your identity With computers we can do all this and more. Learn about our digital lives from staying safe online to understanding a computer's languages and discover how computers store and use our information in Computers and Coding. This series uses engaging imagery and simple information to equip young readers with the digital skills they need to live and learn in a virtual world.l
This book is for new or aspiring computer science teachers wishing to improve their subject knowledge and gain confidence in the classroom. And it's for experienced computer science teachers who wish to hone their practice, in particular in the areas of explicit instruction, tackling misconceptions and exploring pedagogical content knowledge. You will read some of the backstory to our subject - the "hinterland" - those fascinating journeys into history that make the subject come alive and place it in historical context. These stories will help you to enrich your lessons, cement core knowledge, develop cultural capital and help you excite a life-long love for the subject. We will go beyond the mark scheme to explore the subject knowledge behind the answers, giving you the confidence to discuss the field in greater depth, enabling you to use explicit instruction methods: presenting skills and concepts clearly and directly enabling student mastery. We will explore misconceptions that arise when teaching our subject, so you can "head them off at the pass". And we will look at teaching ideas - the pedagogical content knowledge (PCK) - exploring the helpful analogies, questions and activities that work for each topic: practices that can be lifted and dropped straight into the classroom to immediately enhance your teaching. Trainee or pre-service teachers, NQTs and early-career teachers will find this book invaluable, experienced teachers will find it inspiring, and all will benefit from a fresh look at the hinterland and subject pedagogy that makes computer science a fascinating subject to teach.
This is a book about general principles of good programming practice for complete novices. The target reader is likely a teen who is curious about what makes a computer work, or an office worker who has been using computer applications for years and would like to spend some time delving deeper into what makes them tick.
* Appleman is a well-known, bestselling author of computing titles; has a great writing style and has valuable input/review on content from a teen focus group of technology users. * Contains the fundamentals that every teen should know: emphasizes protection of computers from viruses, and privacy issues (including identity theft), not just the usual online security that is hyped by the media. Emphasizes topics of interest to teens - for example: security on instant messaging and configuring firewalls for online gaming. * Unlike other security books written for parents, this book is written to empower teens to protect themselves and their computers. It requires no effort on the part of parents beyond buying the book and handing it to their teens. * Offers practical, well-researched much needed advice on how to protect teens and create a more secure home computing environment. (The author's survey showed over 50% of teens have had a computer virus. A recent Newsweek article describes how Oberlin college found viruses on 90% of the Windows machines of incoming freshmen).
Examining the way in which the internet and other information sources can be used to maximum potential within the classroom, this book bridges the gap between theory and practice and underpins how pupils can use the internet to improve their literacy and scientific skills. It also offers a range of situations and activities for direct use in the classroom. Drawing upon the most recent classroom research, this is an essential text for students, curriculum leaders and teachers who wish to improve their skills in this area.
This Handbook describes the extent and shape of computing education research today. Over fifty leading researchers from academia and industry (including Google and Microsoft) have contributed chapters that together define and expand the evidence base. The foundational chapters set the field in context, articulate expertise from key disciplines, and form a practical guide for new researchers. They address what can be learned empirically, methodologically and theoretically from each area. The topic chapters explore issues that are of current interest, why they matter, and what is already known. They include discussion of motivational context, implications for practice, and open questions which might suggest future research. The authors provide an authoritative introduction to the field which is essential reading for policy makers, as well as both new and established researchers.
A guide for kids who want to learn coding Coding is quickly becoming an essential academic skill, right up there with reading, writing, and arithmetic. This book is an ideal way for young learners ages 8-13 who want more coding knowledge than you can learn in an hour, a day, or a week. Written by a classroom instructor with over a decade of experience teaching technology skills to kids as young as five, this book teaches the steps and logic needed to write code, solve problems, and create fun games and animations using projects based in Scratch and JavaScript. This 2nd Edition is fully updated to no longer require any limited-time software downloads to complete the projects. Learn the unique logic behind writing computer code Use simple coding tools ideal for teaching kids and beginners Build games and animations you can show off to friends Add motion and interactivity to your projects Whether you're a kid ready to make fun things using technology or a parent, teacher, or mentor looking to introduce coding in an eager child's life, this fun book makes getting started with coding fun and easy!
Many problems in classical mechanics can now be readily solved using computers. This text integrates Maple, a general-purpose symbolic computation program, into the traditional sophomore- or junior-level mechanics course. Intended primarily as a supplement to a standard text, it discusses all the topics usually covered in the course and shows how to solve problems using Maple and how to display solutions graphically to gain further insight. The text is self-contained and can also be used for self-study or as the primary text in a mechanics course.
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.
Physics practical classes form an important part of many scientific and technical courses in higher education. In addition to the older standard experiments, such practicals now generally include a few computer-controlled experiments developed in association with the research groups active in the particular university or college. Since there is relatively little exchange of information between the teaching staff of different institutes, the personal computer, despite its ubiquity, is underexploited in this role as a teaching aid. The present book provides a detailed description of a number of computer-controlled experiments suitable for practical classes. Both the relevant physics and the computational techniques are presented in a form that enables the readers to construct and/or perform the experiment themselves.
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
First Published in 1995. Routledge is an imprint of Taylor & Francis, an informa company.
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
Coding, Robotics, and Engineering for Young Students builds foundational computer science and robotics skills and knowledge in bright Pre-K-grade 2 students. Originally developed as enrichment courses for Northwestern University's Center for Talent Development, this curriculum emphasizes active, hands-on, and collaborative learning. Students are challenged to learn computer science content, such as coding, and robotics and engineering concepts, as well as practice high-level academic skills, such as creative problem solving, computational thinking, and critical thinking. Instructional practices balance screen time with active, collaborative classroom engagement. Learning is deepened when students are challenged to navigate the transition from a virtual learning environment to a tangible learning environment. The lessons can be implemented as standalone enrichment experiences or as part of a coordinated scope and sequence that leads to higher level computer science and engineering studies. Grades Pre-K-2
Teach computing with confidence, whatever your level of subject knowledge. A component of the Oxford International Primary Computing series, Teacher's Guide (levels 1-3) gives you the tools you need to grow students' digital literacy and develop their computational thinking and programming competence. Providing support at every level, this guide provides expert guidance and support for delivering compelling lessons at every level. 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. |
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