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Books > Children's & Educational > Technology & applied sciences > Computing & information technology > General
Preparing today's children for tomorrow's technology! The computing fundamentals program designed to prepare elementary students for a future using technology.
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.
This comprehensive resource is written to cover the Cambridge IGCSE ICT syllabus (0417). Cambridge IGCSE (R) ICT Second edition provides a complete course for developing and practising the skills required for students of Cambridge IGCSE ICT. The coursebook contains detailed explanations of concepts, worked examples and exercises to consolidate knowledge. The accompanying CD-ROM contains the source files required to complete the practical tasks set in the chapters. This Revised edition incorporates changes made to the syllabus for examination from 2020. Answers to the coursebook questions are in the teacher's resource.
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.
Social media are now established as an important aspect of contemporary education. We live in times where social media applications such as Facebook, Twitter, Tumblr and Snapchat are mainstream educational tools; where most new educational technologies claim to have a 'social' element; and it increasingly makes no sense to distinguish between learning 'online' and 'offline'. It studies users' experiences and views of social media; addresses questions of equality and diversity concerning who is doing what with social media; examines how the use of social media applications sits alongside pre-existing cultures and structures of schooling; and brings to light the unintended and unexpected results of social media in education. Altogether, this collection of writing provides a nuanced and interesting discussion of the realities of social media use across different aspects of education. This book was originally published as a special issue of Learning, Media and Technology.
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. Initial Steps takes students through working with text, images and graphs while introducing them to email, searching and programming. They'll use search engines to help them research topics, write a group story using email and begin programming using Scratch. 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 activities from our website.
This book constitutes the refereed proceedings of the 49th Annual Conference of the Southern African Computer Lecturers' Association on ICT Education, SACLA 2019, held in a virtual mode in South Africa, in July 2020. The 13 revised full papers presented were carefully reviewed and selected from 55 submissions. The papers focus on practical experiences in computing education, novel tools for learning and/or assessment, and research investigating aspects of computing education.
Discover how your everyday tech works while developing your coding skills! Sound and video are everywhere! You can watch and listen on your phone, on your tablet, but can you create them with code and how are they added to websites? Let's take a look inside how these work and learn to code our own in Create the Code: Sound and Video. Using Scratch and HTML, you'll create a simple music sequencer, code some sound effects and even embed videos into web pages. 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 JavaScript as the coding languages Author Max Wainewright is a leading authority on teaching kids to code. Perfect for coders aged 9 and up.
Each book goes inside a different machine or technology and explains the key computer code and systems that are controlling them. Step-by-step activities teach you how to create your own versions of these machines on screen, and bring them to life - with code! The focus is placed on modern technologies that actually use code to work, rather than looking back at steam engines, etc. This will keep the practice of coding firmly in the contemporary. Each book assumes readers have reasonable general computer skills. The series uses Scratch as the coding language, as this is still the most used, user-friendly and flexible in building projects, however no prior experience of Scratch is expected and each book will include a spread introducing Scratch. Teachers have always used ICT across the curriculum and are looking for contexts to teach coding in. Kids that are interested in STEAM and the high-interest topics covered, will be engaged by the opportunity to explore the STEAM concepts creatively with code.
The internet connects us with people from all around the world. People use the internet every day to buy things, play games, talk with their friends, and find things out about the world around them. It is very useful, but it can also be dangerous. From shopping and gaming to information and social media, Internet Issues teaches you all about how to stay safe on the internet.
"Build your Python coding skills step-by-step and have fun doing it! Learn to programme simple games, apps, and more. Python is easier than other professional coding languages, but no less powerful. Use the hands-on approach of Computer Coding Python Projects for Kids and learn how it all works. Make your way through step-by-step projects that build your knowledge gradually, from simple functions to building a space treasure game. This clear and approachable book will guide you through the new terms and phrases until you're confident in your coding skills. Hints and helpful tips will assist with common problems, as well as encouraging creative thinking with notes on how you can personalise and adapt your projects. Computer Coding Python Projects for Kids has all you need to master Python, one of the world's most popular computer programming languages. Just follow the steps and you'll be building fantastic games and handy apps in no time. "
Edexcel's new GCE in Applied ICT resources give you complete confidence in teaching the AS and A Level End-User Single Award. Written by a chief examiner and experienced teacher, the materials are based exactly on the content of the specification and exams. Confidence with teaching this exciting new qualification Published by Edexcel, these resources guide students through the whole specification using real-life examples The Teacher CD offers suggestions for delivery, alternative approaches, homework, answers and assessment guidance Assessment and exam support Each section provides practical guidance for tackling each of the internally assessed units Ebook tasks help students to build eportfolios with confidence Key advice on tackling the examination and full practice assessments are provided, both written by a chief examiner Digital resources launch straight from the Activebook The ActiveBook (a digital version of the Students' Book with pages directly linked to additional resources) seamlessly integrates ICT, supporting students through step-by-step digital demonstrations andsource files, saving you time. The ActiveBook is available both on the CD-ROM within the Students' Book and as a networkable site licence for whole-class use.
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
Discover how today's amazing inventions and technologies work while developing your coding skills Recreate the technology that lives in space technology with code. Learn aboutgravity, create a jetpack game, program a spaceship's return to Earth and much more! Each book goes inside a different machine or technology and explains the key computer code and systems that are controlling them. Step-by-step activities teach you how to create your own versions of these machines on screen, and bring them to life - with code! The focus is placed on modern technologies that actually use code to work, rather than looking back at steam engines, etc. This will keep the practice of coding firmly in the contemporary. The series uses Scratch as the coding language, as this is still the most used, user-friendly and flexible in building projects, however no prior experience of Scratch is expected and each book will include an introduction to Scratch. Perfect for exploring STEAM and other high-interest topics. Great for reader 9 and up.
Help students to develop and apply problem solving and computational thinking skills in context with the practical, step-by-step approach of Complete Computer Science. This comprehensive text supports the previous Cambridge IGCSE (0478) & O Level (2210) syllabuses. Build strong achievement with extensive programming support and plenty of practice exercises that ensure through understanding of trickier topics like number representation, flowcharts, pseudocode and databases. Challenge students who have the potential to excel with plenty of stretching extension material. Written by highly experienced authors and examiners, Complete Computer Science is also supported by an extensive Teacher Guide, to help you deliver the course effectively.
First Coding introduces children to the basic principles of programming and computing, from being safe on the internet to their first steps in computer logic. This series uses easy-to-read text and colourful images, as well as real examples of code.
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. |
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