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Books > Children's & Educational > Technology & applied sciences > Computing & information technology > General
Scratch is a fast, fun, and easy way to get started in computer science Do you want to make cool games, impressive animations, and become an all-around Scratch super star? You've come to the right place! Packed with full-color photos and easy-to-follow instructions, Scratch For Kids For Dummies makes it easy to get started even if you've never attempted computer programming or coding. Inside, you'll find out how to design and develop your own games, create amazing animations, interact with the online Scratch community, and much more! There's no doubting that Scratch is fun, but it also helps you learn to think creatively, reason symmetrically, and work collaboratively essential skills for life in the 21st century. Best of all, the software is completely free and runs right in your web browser! With the help of this down-to-earth and friendly guide, you'll quickly discover how to choose from a library of characters, backgrounds, and props, draw your own options, and open another user's project, modify it, and publish it online all with the click of a button. * Create games, stories, and animations * Learn programming * Share your projects with the Scratch community * Participate in the Scratch forums If you're looking to make the most of MIT's Scratch software but don't quite know where to start, everything you need to try your hand at this popular multimedia programming tool is right here. So what are you waiting for?
This book constitutes the refereed proceedings of the 46th Annual Conference of the Southern African Computer Lecturers' Association on ICT Education, SACLA 2017, held in Magaliesburg, South Africa, in July 2017. The 22 revised full papers presented together with an extended abstract of a keynote paper were carefully reviewed and selected from 63 submissions. The papers are organized in topical sections on ICT students of a new generation; technology and gaming in nowadays education; educational cooperation with the ICT industry; computer programming education; ICT courses and curricula.
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.
Phithelelo ya Puiso-kwalo is a home language course developed especially for the Literacy learning programme in the Revised National Curriculum Statement (NCS). This pioneering course was developed by the Molteno Project and has achieved remarkable results in both South Africa and other sub-Saharan African counties. The programme not only helps children to read fluently and write easily and accurately in their home language, but also to acquire the essential Literacy skills that will enable them to become proficient in additional languages - specifically English, when it is to become the language of learning and teaching. Although Impumelelo Kwilitheresi is already well known for its success in literacy education, this new edition has been designed and written specifically around the critical outcomes, learning outcomes and assessment standard of the Revised National Curriculum Statement. Another new and exciting development is that the course has now been extended Grades 2 and 3.
Once you learn to code using JavaScript, the world of gaming opens up. If you already know a bit about JavaScript, it's time to pick up the pace! In this book, learn how to build mind-bending games, that you'll want to play for hours and will amaze your friends. Along the way, learn about core coding and gaming concepts like variables, random numbers, key presses and arrays. The Generation Code series is a hands-on guide to computer coding, designed to train you in the coding languages used by real-world computer programmers. You'll discover how to code exciting programs, web pages, apps and games, and learn how the tools and functions you're using can be applied to other situations. Other books in the Generation Code series: I'm an Advanced Scratch Coder I'm a Python Programmer I'm an HTML Web Page Builder I'm an App Developer I'm a JavaScript Games Maker: The Basics
If you get a text from a stranger, do you know what to do? Don't worry if you don't. This book is here to help! Learn tech-savvy ways to keep your mobile phone a safe zone without taking away all the fun!
This book will help budding young programmers discover the technology in the world around them. Learn how computers play a big part in our everyday lives, controlling our cars, traffic lights, shopping and money, robots and much more, invent your own programs for everyday situations, then hop online to try out your new skills on the companion website. Let's get coding!Kids Get Coding is a fantastic, hands-on resource for anyone looking to get started with coding. The eight books cover key areas of the KS1 computing curriculum with simple text. Each title contains practical on- and off-line activities that are easy to follow and fun to try on your own or with friends. Guiding young coders through each title is Data Duck - a computer-programming mastermind here to help with hints and tips!
HTML is one of the most commonly used coding languages in the world - once you've grasped it, the incredible possibilities of the internet lie before you. In this book, learn how to build and customise your own web pages, complete with fancy fonts, funky icons and embedded videos and maps. Once you've mastered HTML, go further and discover how the style language CSS can make your pages look even better. The Generation Code series is a hands-on guide to computer coding, designed to train you in the coding languages used by real-world computer programmers. You'll discover how to code exciting programs, web pages, apps and games, and learn how the tools and functions you're using can be applied to other situations. Other books in the Generation Code series: I'm an Advanced Scratch Coder I'm a Python Programmer I'm an App Developer I'm a JavaScript Games Maker: The Basics I'm a JavaScript Games Maker: Advanced Coding
This is an introductory text book that teaches Python programming. It is intended mainly for GCSE and IGCSE Computer Science students. It is a very practical book and assumes that the student knows little. The book starts by looking at the Python programming environment, then entering commands at the command prompt. Later on short programs,followed by longer programs. By the time the last chapter has been reached longer programs suitable for coursework are discussed. If used as a text book to learn programming, it is suggested that one lesson (chapter) from the book is studied each week. That way a student can learn Python in 4 months.
Delivering the new KS3 National Curriculum for Computing, equipping students to use creative computational thinking, preparing them for GCSE and the digital world beyond. This Teacher Handbook includes full curriculum coverage with Programme of Study and CAS objectives listed for each chapter, differentiated activities and learning outcomes for different abilities, lesson overviews and model answers to practice questions. Also includes preparation for using the programming languages App Inventor and Python.
Delivering the new KS3 National Curriculum for Computing, equipping students to use creative computational thinking, preparing them for GCSE and the digital world beyond. This Teacher Handbook includes full curriculum coverage with Programme of Study and CAS objectives listed for each chapter, differentiated activities and learning outcomes for different abilities, lesson overviews and model answers to practice questions. Also includes preparation for using the programming languages App Inventor and Python. |
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