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Books > Children's & Educational > Technology & applied sciences
"It's Cool To Be Clever: The story of Edson C. Hendricks, the genius who invented the design for the Internet" IT'S COOL TO BE CLEVER tells the true story of an inquisitive boy in the 1950s who doesn't fit in at school. Edson Hendricks is bullied because he is so smart (people accuse him of getting answers from his father who is the principal) and has red hair. He finds comfort in an imaginary world where he has machine parts, and no internal organs or emotions. Years later, Edson's strange capacity to think like a machine helps him create a new way for computers to communicate. His "connectionless" network design paves the way for today's Internet. Author LEANNE JONES is a private investigator living in Victoria, British Columbia, Canada. At one time, when she was a school teacher, she noticed that children of genius need as much encouragement as anyone else. She became interested in Edson Hendricks's story because of his key role in the greatest invention in the world today. Leanne hopes this book will inspire others who have important ideas that should always be encouraged. The illustrations of dream-like visions and dynamic gears -- illuminating the mind of a young inventor -- are drawn with magic realism by Anna Mah.
The goal of this Volume "Conceptual Foundations of Materials: A
standard model for ground- and excited-state properties" is to
present the fundamentals of electronic structure theory that are
central to the understanding and prediction of materials phenomena
and properties. The emphasis is on foundations and concepts. The
Sections are designed to offer a broad and comprehensive
perspective of the field. They cover the basic aspects of modern
electronic structure approaches and highlight their applications to
the structural (ground state, vibrational, dynamic and
thermodynamic, etc.) and electronic (spectroscopic, dielectric,
magnetic, transport, etc.) properties of real materials including
solids, clusters, liquids, and nanostructure materials. This
framework also forms a basis for studies of emergent properties
arising from low-energy electron correlations and interactions such
as the quantum Hall effects, superconductivity, and other
cooperative phenomena.
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.
Kitchen Science is a collection of 30 STEM-themed activities for children, making use of everyday materials found in the kitchen. Forget about sterile laboratories and stuffy classrooms, there are oodles of awesome science experiments waiting to be done, right under your nose in the kitchen! Learn about how microwaves work, why honeycomb is full of bubbles, how to make plastic out of milk and much more. With the added bonus of making some yummy treats as part of some experiments, what s not to love? Ideal for parents/carers who have experienced home-schooling fatigue and cupboard-raiding children who want to inject some practical fun into their learning, this book provides an accessible and stimulating way to explore STEM themes at home. Each experiment is accompanied by an illustrated explanation of the science behind it and how it works.
Room for nine people? Space for a swimming pool? Make way for some seriously big cars
Did you hear about the creeper's birthday party? It really went off with a BANG! Why does Alex love redstone lamps? Because they light up her life. Where do tired miners sleep? On bedrock. The official Minecraft Joke Book is packed full of hilarious jokes that will have you laughing your blocks off! There's something for every Minecrafter, whatever their age. Minecraft is a multi-platform block-based gaming sensation available on Xbox, PlayStation, PC and mobile devices. Whether you're in Creative, Survival or Hardcore Mode, the official Mojang-approved Minecraft books contain all the advice you need to survive and thrive.
We are working with Cambridge International to gain endorsement for this forthcoming series. Help learners develop essential computing skills with an approach that uses real-life examples, reinforces key vocabulary and provides opportunities to learn, practise and apply throughout. - Encourage learners to become confident in working with information and ideas of their own and those of others with discussion tasks, as well as with What can you do? panels at the end of each unit for self-assessment. - Provide a clear pathway through the learning objectives with Practise tasks in each unit, as well as Go further and Challenge yourself! panels with questions designed to support differentiation. - Recap and activate learners' prior knowledge with Do you remember? activities and introduce new computing skills with Learn and Practise tasks. Contents How to use this book Term 1 Unit 1 Scratch MIT: Be a designer Unit 2 Be a data storyteller Unit 3 Computer storage Unit 4 Scratch MIT: Be a storyteller Term 2 Unit 5 Network devices and websites Unit 6 Scratch MIT: Be an animator Unit 7 Be a data engineer Unit 8 Micro:Bit Makecode: Be an innovator Term 3 Unit 9 Cellular networks and data packets Unit 10 Scratch MIT: Be a game developer Unit 11 Artificial intelligence Unit 12 iRobot Level 2: Be a problem solver Glossary
Heaps of funny facts and cartoons about the bug world's most hilarious adaptations! Bugs have developed some of the strangest features and behaviours to survive day in and day out. This book's lively artwork and side-splitting jokes bring these behaviours alive - and uncover the awesome science of the bug world. Meet the goofiest, the stinkiest, the best dancers and of course the absolutely funniest bugs on planet Earth! Funny Nature is a series of books presenting science learning through laughter. Brought to you by the author and illustrator of The Poo That Animals Do, this series covers science topics including evolution, adaptation, habitats, anatomy, physiology, life cycles and much more! Perfect for fans of facts and fun aged 6+. Books in the Funny Nature series: Funny Beasts Funny Bugs Funny Dinosaurs Funny Plants
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.
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.
A graphic novel, story-based approach to learning all about our solar system through the fun adventures of the Space Station Academy students and their teacher, Dr Bott. Join the Space Station Academy students on their expedition to The Sun where they'll learn what the giant star is made of, uncover its layers, and discover how essential the Sun is for helping plants grow and flourish on planet Earth. The Space Station Academy series presents each planet and celestial object in our solar system through fun adventure stories. Gain key science learning about each planet and our solar system alongside bright illustrations, a humorous narrative and interactive activities at the back of the book. This is guaranteed to keep young minds entertained and engaged while they explore outer space. Aimed at readers aged 7+ and book banded for children reading at level 11: Lime band. |
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