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Books > Children's & Educational > Technology & applied sciences
When it's time for a game change, you need a guide to the new
rules. Helping Students Make Sense of the World Using Next
Generation Science and Engineering Practices provides a
play-by-play understanding of the practices strand of A Framework
for K-12 Science Education (Framework) and the Next Generation
Science Standards (NGSS). Written in clear, nontechnical language,
this book provides a wealth of real-world examples to show you
what's different about practice-centered teaching and learning at
all grade levels. The book addresses three important questions: 1.
How will engaging students in science and engineering practices
help improve science education? 2. What do the eight practices look
like in the classroom? 3. How can educators engage students in
practices to bring the NGSS to life? Helping Students Make Sense of
the World Using Next Generation Science and Engineering Practices
was developed for K-12 science teachers, curriculum developers,
teacher educators, and administrators. Many of its authors
contributed to the Framework's initial vision and tested their
ideas in actual science classrooms. If you want a fresh game plan
to help students work together to generate and revise knowledge-not
just receive and repeat information-this book is for you.
The book introduces techniques to improve the effectiveness of
serious games in relation to cognition and motivation. These
techniques include ways to improve motivation, collaboration,
reflection, and the integration of gameplay into various contexts.
The contributing authors expand upon this broad range of
techniques, show recent empirical research on each of these
techniques that discuss their promise and effectiveness, then
present general implications or guidelines that the techniques
bring forth. They then suggest how serious games can be improved by
implementing the respective technique into a particular game.
At the centre of the methodology used in this book is STEM learning
variability space that includes STEM pedagogical variability,
learners' social variability, technological variability, CS content
variability and interaction variability. To design smart
components, firstly, the STEM learning variability space is defined
for each component separately, and then model-driven approaches are
applied. The theoretical basis includes feature-based modelling and
model transformations at the top specification level and
heterogeneous meta-programming techniques at the implementation
level. Practice includes multiple case studies oriented for solving
the task prototypes, taken from the real world, by educational
robots. These case studies illustrate the process of gaining
interdisciplinary knowledge pieces identified as S-knowledge,
T-knowledge, E-knowledge, M-knowledge or integrated STEM knowledge
and evaluate smart components from the pedagogical and
technological perspectives based on data gathered from one real
teaching setting. Smart STEM-Driven Computer Science Education:
Theory, Methodology and Robot-based Practices outlines the overall
capabilities of the proposed approach and also points out the
drawbacks from the viewpoint of different actors, i.e. researchers,
designers, teachers and learners.
This nonfiction book teaches students about the fascinating history
of the Internet and social media, and provides helpful information
on how to safely use social media and navigate the Internet.
Developed by Timothy Rasinski and featuring TIME content, this
high-interest book includes essential text features like an index,
captions, glossary, and table of contents. The intriguing sidebars,
detailed images, and in-depth Reader's Guide require students to
connect back to the text and encourage multiple readings. The Think
Link and Dig Deeper! sections develop students' higher-order
thinking skills. The Check It Out! section includes suggested
books, videos, and websites for further reading. Aligned with state
standards, this title features complex and rigorous content
appropriate for students preparing for college and career
readiness.
Coding Sandpit is an eight-level series for teaching and learning
of computational skills. Coding Sandpit is an eight-level series
full of fun-filled activities to engage young learners. The series,
has been developed keeping in mind the wide scope and application
of computational thinking, problem solving and critical reasoning
skills in our lives in the digital era. Topics have been covered
thematically, which helps in developing the computational thinking
skills holistically. Computational thinking skills have been
thought through the following themes: (1) Systematic Listing,
Counting and Reasoning, (2) Iterative Patterns and Processes, (3)
Information Processing, (4) Discrete Mathematical Modelling, (5)
Following and Devising Algorithms, (6) Programming and (7) Digital
Literacy.
Explore the history and physical details of our planet--including
the atmospheric layers, the plates underground, and the solar
system--in this engaging nonfiction reader that introduces early
elementary readers to scientific ideas and concepts. Featuring
bright images, supportive charts and diagrams, and lively text,
children will be intrigued from cover to cover!
Book five in the OFFICIAL Minecraft fiction series for readers age
7+ Ash, Morgan, Harper, Po and Jodi are back for their fifth
adventure in the world of Minecraft. When Morgan and his friends
receive an unwelcome visit from the elusive Evoker King, they find
themselves on a quest to find a secret item hidden in the depths of
an unknown dungeon. But not is all as it seems, and they must gear
up for an epic journey rife with danger, dragons and mysterious
foes. Meanwhile, in the real world, the school play seems to be
full of its own traps and troubles. Will Morgan and the gang
finally uncover the identiy of the Evoker King? For fans of the
Minecraft game, Jumanji and Wreck it Ralph.
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Why Blue?
(Hardcover)
Josh Tuiniga, Josh Tuininga
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R639
Discovery Miles 6 390
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Ships in 10 - 15 working days
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When a little girl wonders that age old question, "Why is the sky
blue?" her imagination takes her on a beautiful journey of color,
science and friendship. This gorgeously illustrated picture book
works equally well in the classroom or at bedtime.
Where does luggage go after check in? What happens in the control
tower? How do planes actually fly? This interactive, lift-the-flap
book takes you behind-the-scenes to uncover the hidden secrets of
the airport - from a peek inside the cockpit to the hustle and
bustle of departures. In this follow-up to How Cities Work, we
explore the earliest airports through to today's giant transport
hubs and what airports could look like in the future. Packed with
amazing facts and illustrations from James Gulliver Hancock, it'll
surprise and delight readers young and old, ensuring they never
look at air travel in the same way again. Created in consultation
with Tom Cornell, VP Airspace / Airfields, Americas at Landrum
& Brown. Contents include: Airports Through the Ages The Great
Get-to-the-Airport Race Find Your Way Round the Airport The
Maintenance Hangar In the Terminal Inside an Aircraft The Control
Tower Sees All Preparing Planes Ship That Cargo The Incredible
Luggage Journey Airports of the Future About Lonely Planet Kids:
Come explore! Let's start an adventure. Lonely Planet Kids excites
and educates children about the amazing world around them.
Combining astonishing facts, quirky humour and eye-catching
imagery, we ignite their curiosity and encourage them to discover
more about our planet. Every book draws on our huge team of global
experts to help share our continual fascination with what makes the
world such a diverse and magnificent place - inspiring children at
home and in school.
Read all about astonishing airplanes from the history of flight!
Jet into the world of flight and discover its history, from the
first hot air balloons and gliders to today's supersonic spyplanes,
helicopters, and space vehicles. Telling the stories of the
pioneers of aviation, such as Charles Lindburgh and Amelia Earhart,
the black-and-white chapter book Flight is also packed with fun
facts - did you know that early aeroplanes landed on wheels that
were borrowed from cars and motorcycles? Flight is part of the Mega
Bites series, which uncovers the secrets of history, science, and
the natural world. Investigate the most complicated thing in the
universe - your Brain; then journey to the most mysterious as we
dive into a Black Hole; and closer to home, marvel at the genius of
the world's smartest Codebreakers! Whichever title you pick, you'll
get the expert knowledge and fun facts you need on each topic, with
every book packed with illustrations, fun stories, and anecdotes.
The Three Little Pigs go green in the updated children's book The
Three Little Green Pigs, LLC: A Recycling Pig Tale. The descendants
of the original Three Little Pigs are now in the construction
business building green homes out of recyclable materials. A
contest pits the pigs against one another and the winner will be
able to build his home throughout the town. Using different
recyclable materials, the winning pig must satisfy the city
inspector (a descendant of the Big Bad Wolf ). The story ends with
the wolf purchasing an ecological home that has several modern
changes, and the winning pig hiring his two cousins. This is one
home that no one can huff and puff and blow the house down Richard
Oldenburg is an avid storyteller and volunteers monthly to read to
children at libraries and schools in Bear Valley Springs,
California. He promotes the "art of imagination" through his
storytelling. One evening while discussing old folk and fairy tales
with his wife, a thought was planted. Could an old fairytale be
brought up to date? The result is this book, now dedicated to his
wife of 28 years. A graduate of California State University, Long
Beach with a BA and MA in education, the author enjoyed 32 years of
teaching and working with staffs throughout California. He now
enjoys retirement, his grandchildren, and working with veteran
organizations as a bugler. Publisher's website: http:
//sbpra.com/RichardOldenburg
In this international bestseller from the critically acclaimed
Little People, BIG DREAMS series, discover the life of Amelia
Earhart, the American aviation pioneer. When Amelia was young, she
liked to imagine she could stretch her wings and fly away like a
bird. As a grown woman, she set a new female world record for
flying up to 14,000 feet. She also flew across the Atlantic and the
Pacific oceans, and eventually undertook the most dangerous mission
of all: to fly all the way around the world. This moving book
features stylish and quirky illustrations and extra facts at the
back, including a biographical timeline with historical photos and
a detailed profile of the aviator's life. Little People, BIG DREAMS
is a bestselling series of books and educational games that explore
the lives of outstanding people, from designers and artists to
scientists and activists. All of them achieved incredible things,
yet each began life as a child with a dream. This empowering series
offers inspiring messages to children of all ages, in a range of
formats. The board books are told in simple sentences, perfect for
reading aloud to babies and toddlers. The hardback versions present
expanded stories for beginning readers. Boxed gift sets allow you
to collect a selection of the books by theme. Paper dolls, learning
cards, matching games and other fun learning tools provide even
more ways to make the lives of these role models accessible to
children. Inspire the next generation of outstanding people who
will change the world with Little People, BIG DREAMS!
Master the art of building in Minecraft Minecraft is a sandbox game
where anything is possible! With over 600 blocks to choose from,
getting started can feel overwhelming. This Creative Handbook will
give you all the tools you need to become an expert builder.
Whether it's choosing your blocks or decorating your build, this
book is packed with expert advice, top tips and advanced tricks to
take your construction skills to the next level. Read how to plan
builds, create colour palettes, use effective lighting and much
more. This book also features advice from pro build teams and
YouTubers, and includes step-by-step builds to complete in-game.
With so much to explore, there's sure to be something for 'crafters
of every level.
Trust highly experienced teachers and authors Mo Everett, Richard
Howe and Sonia Stuart to guide learners through the redeveloped
Level 1/ Level 2 Cambridge National in IT (J836). This thorough and
accessible introduction to the IT industry will develop your
learners' understanding of the core examined content and boost the
skills required to tackle the NEA with confidence. This revised and
updated textbook is: - Comprehensive. Gain in-depth knowledge of
the examined unit with clear explanations of every concept and
topic, and develop the skills and understanding for the practical
non-examined units, both of which are covered in detail. -
Accessible, reliable and trusted. Structured to match the
specification and provide the information required to build
knowledge, understanding and skills across accessible and
easy-to-use chapters and learning features. - Designed to support
you. Boost confidence when preparing for assessment with plenty of
activities and practice questions. - Your go-to guide. Expert
authors have carefully designed tasks and activities to build your
skills and aid progression, and written questions to assess your
understanding.
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