![]() |
![]() |
Your cart is empty |
||
Books > Children's & Educational > Technology & applied sciences > Computing & information technology > General
Use your big monkey brain to do things that even your teachers can't do. With these books, you will talk to computers, create games, draw pictures and find information. Come on, code monkeys - let's write some 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.
In Project Code: Create Computer Games, young coders can use and refine their Scratch skills to create their own cool, professional computer games. Project Code is a great series for young coders already familiar with Scratch, who are ready to take the next step. With a series of fun projects to master, each book allows readers to explore, create and learn coding fundamentals as they go along. This series supports the National Curriculum for Computing at KS2 and is ideal for readers aged 6 and up.
Children who have difficulty with handling a pen or pencil or who have problems with organising movements at a cerebral level are at a great disadvantage in school no matter what their intellectual and academic levels may be. Personal computers and electronic keyboards can revolutionise the lives of children with these types of difficulties enabling them to perform in the classroom with their peers. However, since such equipment is costly, it is essential that an accurate assessment is made of the child's needs and abilities to ensure that appropriate equipment is chosen. It is equally important when teaching keyboarding skills to select methods and techniques which are appropriate to each child's strengths and weaknesses.
In Project Code: Animation, young coders can use and refine their Scratch skills to create cool, professional animations. Project Code is a great series for young coders already familiar with Scratch, who are ready to take the next step. With a series of fun projects to master, each book allows readers to explore, create and learn coding fundamentals as they go along. This series supports the National Curriculum for Computing at KS2 and is ideal for readers aged 6 and up.
In Project Code: Create Computer Games, young coders can use and refine their Scratch skills to create their own cool, professional computer games. Project Code is a great series for young coders already familiar with Scratch, who are ready to take the next step. With a series of fun projects to master, each book allows readers to explore, create and learn coding fundamentals as they go along. This series supports the National Curriculum for Computing at KS2 and is ideal for readers aged 6 and up.
Do you have a fantastic business idea but don't know where to start? Or perhaps you love your computer and want to make some money from something you enjoy doing. This book is a fantastic guide containing all the tips and tricks you need to your computer into a profitable enterprise and become a young entrepreneur (a Kidpreneur!). Sample areas covered include: blogs, vlogs, youtube, monetising your content, video gaming and online surveys. There is a strong emphasis on how to keep safe and what dangers to be aware of, for example in dealing with people in your money-making enterprise. It is part of the How to Make Money series - books that turn young people into young entrepreneurs, whether they're into cooking, computers, upcycling or simply using their spare time profitably!
Exam Board: SQA Level: National 5 Subject: Computing Science First Teaching: August 2017 First Exam: June 2018 National 5 Computing Science provides complete coverage of the new SQA syllabus for the updated National 5 course Ensures clear support throughout the course with a text built specifically around the requirements, teaching approaches and syllabus outlines. Divided into four sections to follow this latest syllabus: Software Design and Development, Computer Systems, Database Design and Development and Web Design and Development. Assesses student progress with regular questions for National 5 students to test knowledge and understanding Consolidates knowledge with a summary of key points at the end of each chapter Includes a glossary and index for ease of reference
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 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. On Track builds on the skills learnt throughout the series and introduces them to web design, video and animation. They'll plan a computer network for school and create a game where players look after a virtual pet. Each activity is clearly introduced, with step-by-step guidance to help learners master new skills. Key words and visual examples support students' understanding, while tip boxes provide helpful suggestions. Download source files for activities from our website.
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. On Track builds on the document, multimedia, spreadsheet and database skills learners have developed throughout the series. They'll use spreadsheets to plan a holiday and create their own database. Each activity is clearly introduced, with step-by-step guidance to help learners master new skills. Key words and visual examples support students' understanding, while tip boxes provide helpful suggestions. Download source files for the activities from our website.
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.
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 documents and images. The resource introduces new areas - such as databases, spreadsheets and working with multimedia. Students will create articles and use spreadsheets to plan a school trip. 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.
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.
What makes the Focus computer applications technology grade 12 course unique? Step-by-step 'How to...' features guide learners clearly through new skills and applications; the learner's book comes with its own CD that contains electronic files to support all activities in the book; the teacher's guide comes with its own CD that contains electronic files with the answers for all the activities, as well as additional exam support and practice. Focus on exam success! Fully CAPS compliant; opportunities for exam practice and assessment; complete programme of assessment provided; used and tested in schools throughout South Africa; supports and engages learners for success.
Create an inclusive classroom with these fun and accessible activities for science and computing lessons. Each lesson is tailored to objectives for children working below National Curriculum levels and includes a learning objective, the resources needed, the main activity, a plenary and a consolidation activity to support children's understanding and engagement. When working with children, and especially those with SEN, lessons need to meet their interests as well as their needs by containing visual stimulus and promoting fine and gross motor skills. The activities in this book have been specifically designed with this in mind. Straightforward and practical, it offers 101 creative classroom activities for teaching Science and Computing to pupils who are working below national curriculum levels, as well as mapping the range of additional skills they will acquire.
Computers are just for playing games, right? Many of your pupils will think so. It may be a cultural shift for both the pupils and their parents to change that perception of computing. However, the learning gained from the 'games' played on computers in the primary classroom will help to prepare children to live and work in the modern world. The teaching ideas in Teaching Primary Computing are engaging, easy to implement, and use mostly free tools that operate across the many digital platforms that primary schools use. Addressing every aspect of the National Curriculum, the book is split into year groups, and each chapter offers practitioners an essential summary of all the information and vocabulary needed to successfully implement exciting, well-structured lessons that will keep your class riveted!
|
![]() ![]() You may like...
Pearson REVISE BTEC Tech Award Digital…
Alan Jarvis
Digital product license key
R250
Discovery Miles 2 500
Digital Production, Design and…
Sonia Stuart, Maureen Everett
Paperback
R1,241
Discovery Miles 12 410
Heinemann Information Technology for…
Deepak Dinesan, Peter Reid, …
Paperback
R1,093
Discovery Miles 10 930
Pearson REVISE Edexcel GCSE Computer…
Ann Weidmann, Cynthia Selby
Paperback
Level 1/Level 2 Cambridge National in…
Kevin Wells, Sarah McAtominey, …
Paperback
R1,074
Discovery Miles 10 740
|