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Books > Children's & Educational > Technology & applied sciences > Computing & information technology > General
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:
" 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
Our new A Level textbook is written in the straightforward, easy-to-grasp style for which Pat Heathcote and Rob Heathcote are well-known. Each chapter in the book corresponds to roughly one lesson, and contains questions and exercises which can be done in class, as well as questions at the end of each chapter which can be set as homework. Answers to all questions are provided in downloadable pdf format available free to teachers from the PG Online website. This book is divided into twelve sections comprising 72 chapters, which together provide complete coverage of the new AS and A Level course. Two short appendices contain A Level content that could be taught in the first year of the course as an extension to related AS topics. The specification is written in such a way that AS and A Level students can be taught together. Programming solutions within the textbook are all written in pseudocode to suit all practical languages being taught alongside the theory. To accompany this textbook, PG Online also publishes a series of six downloadable teaching units. Each topic in a unit consists of a PowerPoint presentation, teacher's notes, worksheets, homework sheets and a final assessment test with exam-style questions. Pat Heathcote and Rob Heathcote both have years of experience as teachers, authors and examiners. |
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