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Books > Children's & Educational > Technology & applied sciences
On a dark and windy Halloween night, the trucks are ready for bedtime. But with tricks and treats on their minds, the familiar construction site starts to seem a little . . . eerie! Lift the flaps to turn spooky scares into silly surprises, as the trucks are reassured that their site is safe and sound-and learn that laughing with friends is the best way to make any fright night fun.
Discover the big ideas in technology that have transformed the world around us. From the first televisions and mobile phones to intelligent gadgets in every corner of a smart home, our world has experienced a technological revolution. The Greatest Ideas in Technology takes you on a journey through the most influential inventions of the past 100 years, exploring technology that has changed how we live, work, travel and communicate. From Apollo 11's historic flight to the wonders of the world wide web, the world has changed beyond recognition in the past hundred years. Think Big takes a close-up look at the amazing ideas that have transformed the way we all live. Each spread explores a big idea in greater depth, explaining how it came to be and what evolved from it and assessing its impact on the world today. 'Genius' panels highlight the great thinkers behind the ideas, from scientists to inventors, environmentalists and engineers. Each book includes carefully selected activities designed to inspire readers aged 9 and older and encourage them to nurture their own 'big thinking' and entrepreneurial spirit. Contents: Technology Televisor Shinkansen bullet train Saturn V Motorola DynaTAC Apple Macintosh World Wide Web Toyota Prius MP3 Large Hadron Collider International Space Station Nest Learning Thermostat Siri
* Explores how STEM subjects are used in different careers. * Included profiles of influential figures and resources for classes to take in high school/college if readers want to pursue a specific career. *Includes a section matching readers' interests to potential jobs.
* Explores how STEM subjects are used in different careers. * Included profiles of influential figures and resources for classes to take in high school/college if readers want to pursue a specific career. * Includes a section on matching readers' interests to potential jobs.
Discover the big ideas in medicine that have transformed the world around us. The Greatest Ideas in Medicine explores the extraordinary ideas that have changed people's lives - from the first vaccines, through the development of IVF, to ground-breaking cancer therapies and 'intelligent' artificial limbs. From Apollo 11's historic flight to the wonders of the world wide web, the world has changed beyond recognition in the past hundred years. Think Big takes a close-up look at the amazing ideas that have transformed the way we all live. Each spread explores a big idea in greater depth, explaining how it came to be and what evolved from it and assessing its impact on the world today. 'Genius' panels highlight the great thinkers behind the ideas, from scientists to inventors, environmentalists and engineers. Each book includes carefully selected activities designed to inspire readers aged 9 and older and encourage them to nurture their own 'big thinking' and entrepreneurial spirit. Contents: The smallpox vaccine Antibiotics Transplant surgery Pacemakers In vitro fertilisation (IVF) MRI scanning The Global Polio Eradication Initiative The Human Genome Project Stem cell research Bionic prosthetics Remote surgery Immunotherapy
Would you rather have zombies as allies but chickens throw rotten eggs at you OR have pillagers for friends but pigs fart at you? Alex and Steve are out on a Minecraft adventure, full of challenging scenarios and hilarious debates. Can you help them to decide what they should choose? Take part in over 50 mind-boggling would you rather scenarios! Try our indispensable handbooks for your Minecraft journey: Minecraft Redstone Handbook 978 0008495992 Minecraft Survival Handbook 978 0755503452 Minecraft Creative Handbook 978 0755500413 Minecraft Combat Handbook 978 0755500420 Minecraft Explorers Handbook 9780008608507 Minecraft Legends Handbook 978 0008595012 Brilliant books full of inspiration: Minecraft Bite Size Builds: 978 0755500406 Minecraft Amazing Bite Size Builds: 978 0008495954 Minecraft Super Bite Size Builds 978 0008534127 Minecraft Epic Inventions 978 0008496012 Minecraft Epic Bases: 978 1405296472 Perfect Gifts: Minecraft Maps 978 1405294546 Minecraft Blockopedia 978 0755500390 Sticker, humour and activity: Minecraft Survival Sticker Book 978 1405288552 Minecraft Sticker Adventure Treasure Hunt 978 0755503582 Minecraft Sticker Adventure Mobs Attack 978 0008533953 Minecraft Joke Book 978 1405295253 Minecraft How to Draw 978 0008534028 Minecraft Catch the Creeper 978 0755503575
This book addresses the point of intersection between cognition, metacognition, and culture in learning and teaching Science, Technology, Engineering, and Mathematics (STEM). We explore theoretical background and cutting-edge research about how various forms of cognitive and metacognitive instruction may enhance learning and thinking in STEM classrooms from K-12 to university and in different cultures and countries. Over the past several years, STEM education research has witnessed rapid growth, attracting considerable interest among scholars and educators. The book provides an updated collection of studies about cognition, metacognition and culture in the four STEM domains. The field of research, cognition and metacognition in STEM education still suffers from ambiguity in meanings of key concepts that various researchers use. This book is organized according to a unique manner: Each chapter features one of the four STEM domains and one of the three themes-cognition, metacognition, and culture-and defines key concepts. This matrix-type organization opens a new path to knowledge in STEM education and facilitates its understanding. The discussion at the end of the book integrates these definitions for analyzing and mapping the STEM education research. Chapter 4 is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com
Beat the boredom and take time out from screens with this pocket-sized book packed with facts, photos and fantastic spots for hours of fun! Kids will have fun collecting points with more than 140 vehicles to find. From trucks and cars to police motorbikes and caravans, they'll learn all about things that go. And once they've scored 1000 points, super-spotters can claim their official i-SPY certificate and badge. With more than 30 i-SPY books to collect, there's something for everyone! For even more fun on the road check out i-SPY Cars (ISBN 9780008386504).
Become an eyewitness to the tragic story of the Titanic - from its incredible construction, catastrophic sinking, and lasting legacy. Travel back to the year 1912 and experience the Titanic’s fateful maiden voyage from Southampton, UK, to New York City. Learn what life was like for people on board before the supposedly unsinkable ship hit an iceberg and ended up beneath the dark waters of the Atlantic Ocean. Discover survival stories from the epic rescue mission and find out what happened to the captain, crew, and passengers. A titanic book for kids that encourages curiosity and explore the ship’s treasures that lay undiscovered for years. Loved and trusted for over 30 years, Eyewitness has a new look and even more content:
Eyewitness Titanic uses a groundbreaking visual layout that makes learning fun for kids aged 9-12. Easy-to-follow pages expertly show the people, objects, and events on board the Titanic, and infographics, statistics, and timelines explain the disaster as it happened.
Illustrator Katie Scott returns to the Welcome to the Museum series with exquisite, detailed images of some of the most fascinating living organisms on this planet - fungi. From the fungi we see on supermarket shelves to fungi like penicillium that have shaped human history, this is the definitive introduction to what fungi are and just how vital they are to the world's ecosystem. Created in collaboration with the Royal Botanic Gardens, Kew.
DESIGN, BUILD AND SHARE YOUR OWN APPS - NO EXPERIENCE NECESSARY! Design, build and share your own apps with the official guide from MIT App Inventor. Follow simple step-by-step instructions for six different projects using MIT's free App Inventor website, and you can make a maze game, a translation game and even a personalized chat app! Use what you've learned to come up with your own ideas, then download your new apps to a phone or table, and share them with friends! Along the way, you'll hear stories of young app inventors from all over the world, who are using MIT App Inventor to create amazing apps that solve real-life problems. Learn, invent and change the world!
Starring the Cat in the Hat, this rhymed nonfiction board book about space is perfect for nurturing a love of science in babies and toddlers too young for the Cat in the Hat's Learning Library series! The Cat in the Hat and Thing One and Thing Two tour the solar sytem in this sturdy board book that's perfect for introducing babies and toddlers to the world around them. With stops at the Sun and each of the eight planets, there's plenty to look at and lots of fun facts to learn. (Who knew? A crater on Mercury is named for Dr. Seuss!) There's no better way to introduce informational texts or the natural world to kids than with the Cat in the Hat--someone who knows a LOT about having fun! Also look for Dr. Seuss Discovers: Bugs!
Now in its second edition, this popular text explores classrooms where technology and critical literacies are woven into childhood curricula and teaching. Using real-world stories, it addresses what ICTs afford critical literacy with young children, and how new technologies can be positioned to engage in meaningful and authentic learning. Concise but comprehensive, the text provides strategies, theoretical frameworks, demonstrations of practice, and resources for teachers. Updated with discussions of media literacy and new pedagogical tools, the second edition features new classroom examples and experiences that highlight the ways in which critical literacy, technology and media literacy come together in everyday life in the early childhood classroom. The inviting examples model how to use the interests and inquiry questions of young learners as a springboard for creating a critical curriculum. Each chapter includes Reflection Points, pedagogical invitations, and Resource Boxes to imagine new possibilities of working with students in engaging and supportive ways. The inspiring stories, guidance, and tools this book make it a great resource for pre-service teachers and students in Early Childhood Education and Literacy Education, and primary teachers and educators.
This edited volume brings together international research that explores children's creativity in STEM inquiry. It takes the position that creativity is relevant in all aspects of life and is essential for adaptable and innovative thinking. The research informed content of the book, highlights both challenges and opportunities for growing children's creativity. The book focuses on fostering children's creativity and natural curiosity in the world around them through STEM inquiry. Through STEM inquiry, children are learning through a cross- disciplinary approach where they apply concepts from multiple fields as they are thinking creatively, problem solving and constructing solutions. Educators play a critical role in encouraging children's creativity by modelling creativity, providing creative projects for children and importantly, establishing rich culturally connected environments where children have the resources, conditions and opportunities for acting and thinking creatively. The book provides a lens for looking at children's creativity in a range of different cultural settings. It offers insight and guidance to future research and will build educators' capacity for developing children's creative practices.
The landmark new novel from Ross Welford, one of the fastest-growing and most critically acclaimed middle grade authors in the UK, this funny, moving and brilliant sixth book cements his position as the most exciting storyteller around for readers of 10+. When eleven-year-old Malky and his younger brother Seb become the owners of a "Dreaminator", they are thrust into worlds beyond their wildest imagination. From tree-top flights and Spanish galleons, to thrilling battles and sporting greatness - it seems like nothing is out of reach when you can share a dream with someone else. But... impossible dreams come with incredible risks, and when Seb won't wake up and is taken to hospital in a coma, Malky is forced to leave reality behind and undertake a final, terrifying journey to the stone-age to wake his brother...
Vehicles and transportation are fertile ground for the imagination, and they are also a fantastic gateway to the physical sciences. Explorers: Things that Go uses a series of eye-catching story scenes to set the stage for a wide-ranging examination of the science behind motion. From the speed of racing, to transport on the rails, the science of heavy machinery, the physics of flight, and what keeps boats afloat. After readers absorb the elements of each story, they can explore the details through photographs and explanations on the following page. If they are interested in a particular aspect of transportation they can hop through the book following one of four icons related to their interest. Back matter offers plenty of resources for further multimedia exploration.
The stars are the limit for a little girl who acts out her wish to be an astronaut – inspired by a very special person. Astrid has loved the stars and space for as long as she can remember. ‘I want to be an astronaut!’ she says to everyone who will listen. While her mama is away, Astrid and her papa have fun acting out the challenges an astronaut faces on a space mission – like being in zero gravity (‘I can do that all day long!’ she says), eating food from a kind of tube, and doing science experiments with the help of cookie sheets. When at last it’s time to meet Mama at the air base, Astrid wears her favourite space T-shirt to greet her. But where exactly has Mama been? Channelling a sense of childlike delight, Ken Wilson-Max brings space travel up close for young readers and offers an inspiring ending.
It's Easter at the construction site! As sunshine melts the snow away, the trucks discover all around them the signs of spring. Lift the flaps on each sturdy page to reveal blooming flowers, baby ducks, and gentle lambs - and a special Easter egg hunt surprise! With bestselling author Sherri Duskey Rinker's lovable rhyming text and heartwarming illustrations by AG Ford, this interactive Easter tale will bring smiles to truck lovers and their families while celebrating the beauty of spring.
This book draws together the perceptions and experiences from a range of international professionals with specific reference to food education. It presents a variety of teaching, learning and curriculum design approaches relating to food across primary, secondary and vocational school education, undergraduate initial teacher education programs, and in-service professional development support contexts. Contributions from authors of a variety of background and countries offer insight into some of the diverse issues in food education internationally, lessons to be learned from successes and failures, including action points for the future. The book will be both scholarly and useful to teachers in primary and secondary schools. |
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