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Books > Children's & Educational > Technology & applied sciences
Contains audio versions of reading passages from the Student Book
to provide additional language support to students. One set of
Class Audio CDs available per level.
With sing-along song from David Gibb, Lollies Award-winning
Michelle Robinson's busy story based on the tongue-twister is
bursting with trucks, doggie drivers, vehicles and colour! Red
Lorry and Yellow Lorry must get to the construction site, but they
have a snow-drift, a breakdown and a speeding tractor to contend
with along the way... Red Lorry, Yellow Lorry: which one would you
drive? Jam-packed with lorries, trucks, cars, motorbikes and all
kinds of vehicles! Sing along with a QR code link to the official
Red Lorry, Yellow Lorry song by David Gibb! 'Dares to dive deep
into a magnificent fiasco, a delight for the youngest of truck
aficionados' KIRKUS 'A celebration of traffic jam-packed with fun.
It will be essential reading for any young transportophile, but
just as entertaining for the rest of the family too'
LoveReading4Kids
"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."
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
Scientists, engineers, academics and environmentalists warn that
unless water use is drastically reduced, severe water shortage will
affect the entire planet by 2040. But what does that mean? Why is
this happening? What should we do about it? Mind Mappers: Are We
Running Out of Water? unravels the issues and the answers.
Beautiful illustrations, a unique structure and straightforward
narrative make this an engaging, fascinating and illuminating read.
Explains the groundbreaking contributions made by these
revolutionary men and women in a clear and informative way.
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.
To celebrate Blizzard's 30th anniversary, a gorgeous retrospective
on artistry at Blizzard and the impact the studio has left
emblazoned on gaming history. For thirty years, Blizzard has been
pushing boundaries and breaking expectations of what it means to
draw for video games. Get a glimpse behind the curtain at how art
has evolved at Blizzard and meet some of the artists who've shaped
Blizzard's style and range to what it is today. Discover how art
cross-pollinated amongst game teams and how grassroots movements
from fans inspired some of Blizzard's most iconic artwork. With
insights from more than fifty artists, animators, designers, and
storytellers, this sweeping compendium is fans' ultimate keys to
the kingdom of three decades in Blizzard artistry. Dig into the
technical side of Blizzard polish-how light bounces around
optimistic Overwatch scenes but seeps through the cracks in Diablo.
Explore the development history behind your favorite games,
including how Blizzard's fallen games helped produce some of the
studio's most iconic heroes. Pore over never before seen images of
the worldbuilding process, how levels and landscapes were born from
post-it doodles and whiteboard sketches.
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.
Orbiting 220 miles above Earth, the International Space Station is
a technological marvel and a remarkable symbol of the advances that
are being made through peaceful cooperation. Thanks to the combined
efforts of sixteen countries worldwide, this permanent orbiting
laboratory will provide all of humanity with research into new
technologies, and will allow us a dazzling glimpse into the future.
Orphaned Leonora lives on a remote island, spending her days making
crazy cool inventions. When a strange boy called Jack washes up on
an inflatable lobster and reveals that her evil Uncle Luther has
been stealing her inventions and selling them on the mainland, it
begins a laugh-out-loud adventure - complete with furry otters,
confused pirates, and a very secret society...
This book is written for students and other interested readers as a
look inside the diverse range of applications for physics outside
of the scientific research environment. This first volume covers
several different areas of the arts and design ranging from stage
lighting to sculpting. The author has interviewed experts in each
area to explain how physics and technology impact their work. These
are all useful examples of how physics encountered in taught
courses relates to the real world.
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