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Books > Children's & Educational > Technology & applied sciences > Computing & information technology > General
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.
The future of entertainment is here. Computers have outsmarted expert chess champions, and gaming software knows how to adapt to your playing style. Artificial Intelligence (AI) is at the heart of these changes. Learn how AI has transformed entertainment and about the problems we could soon face because of AI.
The future of entertainment is here. Computers have outsmarted expert chess champions, and gaming software knows how to adapt to your playing style. Artificial Intelligence (AI) is at the heart of these changes. Learn how AI has transformed entertainment and about the problems we could soon face because of AI.
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
Easy introduction for young children to the terms and nature of coding. Fun and engaging style with colourful illustrations. Makes the science of coding simple and relevant.|Easy introduction for young children to the terms and nature of coding. Fun and engaging style with colourful illustrations. Makes the science of coding simple and relevant.
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.
A complete three-year lower secondary 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
Have you ever wondered how computers can make so much happen? How do they perform calculations, show movies and run amazing games? These are all examples of computer programs or applications (often known simply as apps). Coding Club is a unique new series of coding books that will guide young programmers to create their own versions of familiar games and challenge them to adapt and experiment with programs. With clear explanation and step-by-step layout, the series starts right at the beginning and works its way up over four flexible levels. The skills required for each level are introduced in the core books and the additional books at each level give young programmers the chance to develop and practice those skills in an area of their interest.
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
Exam Board: SQA Level: National 5 Subject: Computing Science First Teaching: 2017, First Exam: 2018 National 5 Computing Science Revision Guide provides easy-to-use and value-for-money revision for all abilities and learning styles, including guidance on the National 5 course and assessments structure. Colourful double-page spreads aid both comprehensive and revision planning Topics are broken down into small, easily managed sections, complemented with lots of diagrams and illustrations to aid retention Quick Tests and Top Tips help keep students focused on the exam's precise demands Revision checklists help students to manage and track their progress in the lead up to the exam A glossary presents all of the key terms and definitions essential for the exam Formerly known as Leckie Success Guides - the number one revision brand in Scotland.
No matter what you teach, there is a 100 Ideas title for you! The 100 Ideas series offers teachers practical, easy-to-implement strategies and activities for the classroom. Each author is an expert in their field and is passionate about sharing best practice with their peers. Each title includes at least ten additional extra-creative Bonus Ideas that won't fail to inspire and engage all learners. Coding comprises half of the National Curriculum strands for computing, and 100 Ideas for Primary Teachers: Coding is packed with resources that will give every teacher the confidence to deliver it. The easy-to-follow and practical activities in this book will be invaluable for all teachers, whether they are new to coding and just getting to grips with the basics, or are more experienced and wish to expand their repertoire. All the ideas have been carefully selected and written to be appropriate for the widest range of pupils' ages and abilities, and to be used with most coding platforms and devices - making them compatible with any existing scheme. Readers can also access and download additional free resources and templates online - 100 ideas is just the start!
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.
A new series of bespoke, full-coverage resources developed for the 2016 AQA and OCR GCSE Computer Science qualifications. Written for the AQA GCSE Computer Science specification for first teaching from 2016, this print Student Book uses an exciting and engaging approach to help students build their knowledge and master underlying computing principles and concepts. Designed to develop computational thinking, programming and problem-solving skills, this resource includes challenges that build on learning objectives, and real-life examples that demonstrate how computer science relates to everyday life. Remember features act as revision references for students and key mathematical skills relevant to computer science are highlighted throughout. A digital Cambridge Elevate-enhanced Edition and a free digital Teacher's Resource are also available.
Assessing the most valuable technology for an organization is becoming a growing challenge for business professionals confronted with an expanding array of options. This 2007 book is an A-Z compendium of technological terms written for the non-technical executive, allowing quick identification of what the term is and why it is significant. This is more than a dictionary - it is a concise review of the most important aspects of information technology from a business perspective: the major advantages, disadvantages and business value propositions of each term are discussed, as well as sources for further reading, and cross-referencing with other terms where applicable. The essential elements of each concept are covered in a succinct manner so the reader can quickly obtain the required knowledge without wading through exhaustive descriptions. With over 200 terms, this is a valuable reference for non- and semi-technical managers, executives and graduate students in business and technology management.
With a practical approach and a strong emphasis on problem solving and computational thinking skills, this revision guide includes all the essential tools to build exam confidence. Closely matched to the Student Book (Second Edition), it is packed with key ideas and practice questions. Written by highly experienced authors and examiners, Complete Computer Science helps to deliver the strongest exam results.
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.
A complete three-year lower secondary 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
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 research textbook, designed for young Human-Computer Interaction (HCI) researchers beginning their careers, surveys the research models and methods in use today and offers a general framework to bring together the disparate concepts. HCI spans many disciplines and professions, including information science, applied psychology, computer science, informatics, software engineering and social science making it difficult for newcomers to get a good overview of the field and the available approaches. The book's rigorous 'approach-and-framework' response is to the challenge of retaining growth and diversification in HCI research by building up a general framework from approaches for Innovation, Art, Craft, Applied, Science and Engineering. This general framework is compared with other HCI frameworks and theories for completeness and coherence, all within a historical perspective of dissemination success. Readers can use this as a model to design and assess their own research frameworks and theories against those reported in the literature.
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