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Books > Children's & Educational > Technology & applied sciences
Exam board: Eduqas Level: GCSE Subject: Design and Technology First
teaching: September 2017 First exams: Summer 2019 Target success in
WJEC Eduqas GCSE (9-1) Design and Technology with this proven
formula for effective, structured revision. Key content coverage is
combined with exam-style tasks and practical tips to create a
revision guide that you can rely on to review, strengthen and test
your knowledge. With My Revision Notes, you can: - plan and manage
a successful revision programme using the topic-by-topic planner -
consolidate subject knowledge by working through clear and focused
content coverage - test understanding and identify areas for
improvement with regular 'Now Test Yourself' tasks and answers -
improve exam technique through practice questions, expert tips and
examples of typical mistakes to avoid - get exam ready with extra
quick quizzes and answers to the practice questions available
online.
Design Genius Jr.: Adventures in Architecture for Kids introduces
kids to the design challenges faced by architects today, including
choosing materials, designing for diverse users, and considering
the environment. Offering a world of possibilities for learning
math, engineering, history, social studies, planning, geography,
art, and design, this rich educational resource includes hands-on
projects that allow kids to experiment, design, build, succeed,
fail, and try again. Children will draw upon many fields of
knowledge and sharpen a variety of skills, including observation
and communication, as they: Complete building challenges with
corrugated cardboard and geodesic forms. Look at how designers have
solved impossible problems of gravity and space with creations such
as suspension bridges, the Loretto helix staircase, and
Brunelleschi's dome. Explore how materials can be used in
interesting ways-how paper can go from flimsy to structural, for
instance. Participate in family game playing: client and design
team-finding creative ways to meet a client's wish list. Use games
to test strength, balance, and structure. Engage in pure
imaginative archi-doodling. Explain the why. Why did styles evolve
as they did? What technology was available when? Design
thinking-creative problem solving-will be crucial to resolving the
global challenges in business, politics, and the environment facing
the next generation. Each book in the Design Genius Jr. series
teaches kids this important skill through fun, hands-on projects in
a single area of design that challenge them to identify problems,
explore possibilities, test ideas, and then come up with original
solutions.
The exciting sequel to the popular LEGO Gadgets and LEGO Chain
Reactions. Build your own kinetic sculptures in this fun kit. All
the LEGO elements are included, so you can build frames with axles
and crankshafts that provide different functions like spinning or
turning back and forth. Add paper-craft characters to the build and
watch your new friend come to life! The non-fiction STEM content
links the builds to real-life robotics and mechanical engineer
applications. What is Klutz? Klutz is a premium brand of book-based
activity kits, designed to inspire creativity in every child. Our
unique combination of crystal-clear instructions, custom tools and
materials and hearty helpings of humour is 100% guaranteed to
kick-start creativity. Super-clear instructions Open-ended
creativity Rewarding reading Skills to build on Everything you need
Elements Top TrumpsTM is an entertaining, fast-paced chemistry card
game. With eye-catching imagery and fascinating facts about the
elements, it's a great way to have fun and learn about the
elements. Recommended for children aged 7-14, the game can be
played by two or more players. Each of the 30 cards represents an
element. Players compare numerical properties of the elements
(melting point, density, price, discovery date and the size of the
atom) and choose the category they think will win. Elements Top
Trumps is created by the Royal Society of Chemistry in partnership
with Winning Moves Ltd, the makers of Top TrumpsTM. This product is
also available in packs of six.
One took the east coast and one took the west coast. Together the
two Henrys helped make Florida what it is.
Federal and state funding agencies have invested billions of
dollars into secondary STEM (Science, Technology, Education,
Mathematics) educational reform over the past decade. This volume
addresses the interplay of external and internal variables
associated with school reform and how this dynamic has impacted
many efforts.
"As Scott gazed at the revolving space station, looking quite
state-of-the-art, he whistled to himself softly. The winner of the
Star Park contest would go to this just-completed space station.
And the winner would be the first one to experience the first-ever
virtual-reality space adventure Inside the space station, Star Park
had created a gigantic version of their new computer. This gigantic
computer could create a world-size virtual-reality adventure. Scott
had jumped at the chance to win such a prize. The only way to enter
the contest was to buy a Star Park computer. Then with the
virtual-reality capability of the computer, the contestant had to
make up an adventure and submit it to Star Park. The winning
adventure would entitle the contestant to go to Star Park. To
experience a world-size adventure was by itself exciting. But to
also travel to the space station he was gawking at now made the
whole idea irresistible. He had never wanted anything more than to
win this contest."
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.
This book provides a descriptive, progressive narrative on the
flipped classroom including its history, connection to theory,
structure, and strategies for implementation. Important questions
to consider when evaluating the purpose and effectiveness of
flipping are answered. The book also highlights case studies of
flipped higher education classrooms within five different subject
areas. Each case study is similarly structured to highlight the
reasons behind flipping, principles guiding flipped instructions,
strategies used, and lessons learned. An appendix that contains
lesson plans, course schedules, and descriptions of specific
activities is also included.
Digital video and film technologies are transforming classrooms
across the world. Teaching the Screen looks beyond the buttons and
knobs to explore ways of teaching video and film effectively in
secondary classrooms. More and more young people have access to
low-cost filming and editing technologies - mobile phones,
computers, portable digital - which is changing the experience of
digital storytelling. Approaches to classroom teaching and learning
need to change too. The authors offer a new pedagogy of film
storytelling that draws on research from effective classroom film
learning practice. They contextualise screen learning within
different educational settings, discuss how teachers can highlight
aesthetics in film appreciation and filmmaking, and explore the
impact of different technologies. Teaching the Screen is essential
reading for educators who want to create engaging learning and
teaching activities with screen technologies in secondary English
and other subject areas.'A well balanced and comprehensive account
of the issues in filmmaking likely to be encountered by English
teachers. It lifts engagement beyond the usual procedural knowledge
level, to one of active critique.' - Sue Brindley, University of
Cambridge'This book has bridged the theoretical and practical
without compromising either. It offers a thorough systematic
account of theoretical issues and practical techniques in teaching
film appreciation and filmmaking.' - Associate Professor George
Belliveau, University of British Columbia
Tools for Teaching Computer Networking and Hardware Concepts makes
the teaching and learning of computer networking and hardware a
more active process by using interactive learning to add life to a
very technical subject. Fundamental theoretical concepts are
illustrated with the use of interactive practical exercises. Each
chapter presents learning objectives, figures and illustrations,
real-world examples and review questions. ""Tools for Teaching
Computer Networking and Hardware Concepts"" has a worldwide focus
provided by contributors from across the globe. These contributors
share their use of online tools and flexible learning practices.
Both teachers and students will find this book a useful resource
for teaching and learning computer networking and hardware
concepts.
Going to the Moon is SO last century, so how difficult can it
be-even for a ten-year-old-to follow in the footsteps of Neil
Armstrong and the Apollo astronauts? Meet Matilda, the girl who'll
give it her best shot to learn everything she needs to learn in
order to get there herself. From how to pee in zero-g to why pizzas
won't take you up and up away, this is science for the curious!
Told as a journey of discovery, it's full of easy-to-understand
facts about air pressure, escape velocities, coding, and falling
around the Earth, in a way which will inspire the next generation
of moon walkers.
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Ada Lovelace, Volume 10
(Hardcover)
Maria Isabel Sanchez Vegara; Illustrated by Zafouko Yamamoto
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R296
R249
Discovery Miles 2 490
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Meet Ada Lovelace, the British mathematician and daughter of poet
Lord Byron. Part of the beloved Little People, BIG DREAMS series,
this inspiring and informative little biography follows the
colourful life of Lord Byron's daughter, from her early love of
logic, to her plans for the world's first computer program. As a
child, Ada had a big imagination and a talent for mathematics. She
grew up in a noble household in England, where she dedicated
herself to studying. Her work with the famous inventor, Charles
Babbage, on a very early kind of computer made her the world's
first computer programmer. This moving book features stylish and
quirky illustrations and extra facts at the back, including a
biographical timeline with historical images and a detailed profile
of the mathematician'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!
Space is the last title in a series of activity books which is a
collection of texts for children which contains playing activities
aimed to encourage the development of the main cognitive skills
following the Montessori method and its most typical topics. The
contents follow a progressive complexity to challenge the children
to complete various tasks with great results all by themselves. My
first book about Space. Using the Montessori concept of nesting
elements where smaller elements are contained in progressively
bigger ones, the child can see the logical sequence from the Earth
to the Space Exploration. A lot of stickers, at the end, will make
the activities even more interactive!
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