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Books > Children's & Educational > Technology & applied sciences
Teaching Science and Technology in the Early Years (3-7) celebrates
young children's amazing capabilities as scientists, designers and
technologists. Research-based yet practical and accessible, it
demonstrates how scientific, designing and making activities are
natural to young children, and have the potential for contributing
to all aspects of their learning. By identifying the scientific and
design-related concepts, skills and activities being developed, the
book enables the reader to make more focused diagnostic
observations of young children and plan for how they can help move
them forward in their learning. This second edition has been
thoroughly updated and features: Six new chapters providing
practical advice and examples for enhancing scientific and
technological learning through thematic approaches a new chapter
focusing on the outdoor learning environment and how this can
support science and technology new case studies of successful early
years practice, alongside examples of practical planning for
learning, and advice on documenting children's learning stories,
guidance on the role of talk, narrative, documentation and planning
in relation to early years science and technology Based on the
latest research and the first hand experience, this practical and
accessible book is essential reading for early years and primary
students on undergraduate and Masters level courses.
THE MIGHTY MECHANICS' GUIDE TO SPEED We are the mighty mechanics
and we look after all kinds of speedy flying machines. Join us in
this four-book series as we take you on an exhilarating tour of the
fastest transport on wheels, tracks, water and in the air. THE
MIGHTY MECHANICS' GUIDE TO SPEED IN THE AIR Join the mechanics for
a tour of the fastest flying machines. From spitfires to scramjets,
uncover the secrets behind some of the speediest planes.
Discover... - The world's fastest jet plane - The ultra-fast planes
of the future - The wingsuits that allow you to fly like a bird
...and much, much more!
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.
No matter what you teach, there is a 100 Ideas title for you! The
100 Ideas series offers teachers practical, easy-to-implement
strategies and activities for the classroom. Each author is an
expert in their field and is passionate about sharing best practice
with their peers. Each title includes at least ten additional
extra-creative Bonus Ideas that won't fail to inspire and engage
all learners. _______________ An essential collection of 100
practical, tried-and-tested ideas for teaching computing in
secondary schools. This is the perfect resource for computing
teachers at all levels, whether specialist or non-specialist, newly
qualified or experienced. From rubber duck debugging to teaching
algorithm design through magic tricks and even setting up an escape
room to raise awareness about cyber security, this is the ultimate
toolkit for any teacher looking to diversify their lesson plans or
revamp their teaching of computing. The activities are
research-informed and ready to use in Key Stages 3 and 4 classrooms
of all abilities, requiring minimum preparation and resources. 100
Ideas for Secondary Teachers: Outstanding Computing Lessons will
ignite students' passion for coding, programming and computational
thinking. Additional online resources for the book can be found at
www.bloomsbury.com/100-ideas-secondary-computing
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I Love Trains
(Hardcover)
Joann a Quitmeyer; Photographs by Wallace D Quitmeyer
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R740
Discovery Miles 7 400
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Ships in 10 - 15 working days
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In this exciting and engaging nonfiction book, readers learn about
the Wright Brothers, the history of aviation, how air travel has
changed the way people work and live, and the important parts that
make the plane fly! Using informational text, vibrant photos, an
interesting timeline, and intriguing facts, this book will have
readers wanting to learn everything they can about airplanes!
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Planets
(Paperback)
William Rice
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R290
R265
Discovery Miles 2 650
Save R25 (9%)
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Ships in 10 - 15 working days
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Earth is a planet, moving around the sun. But Earth is not the only
planet in our solar system! It is one of eight planets, many moons,
and other objects that orbit our sun. The planets have much in
common, but they have many differences, too. In this book, learn
all about these exciting planets.
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.
Peter and Grandpa make a little electric loco from an old mobility
scooter and bits of wood and metal from around the farm. With the
aid of Grandpa's furnace, scrap iron is heated until it is white
hot and liquid, then moulded into wheels. With a bit of wiring and
paint, the engine is ready to go, but for how long? A "making"
adventure with a twist for Peter and his Grandpa. Lots of technical
information with 12 Watercolours by John Wardle. Age 6 to 12 years.
Youngsters learn fascinating facts about the solar system as they color 44 dramatic Space Age illustrations, including images of an asteroid on a collision course with Earth, a spacecraft observing the landscape of Mars, representations of all the planets, and much more. Descriptive captions accompany illustrations.
In this book on the history of flight in Scotland you can: find out
about the man who tried to fly off the wall at Stirling Castle and
about Percy Pilcher and his fragile 'Bat' glider; be amazed at the
story of Vincenzo Lunardi, and his balloon flight in 1785 from
Edinburgh to Fife; see how aircraft are used in war, from the
airships, and planes with open cock-pits, in World War I, to the
Cold War V-bombers; read about UFOs in the 'Falkirk Triangle', the
short-lived Rocket Post and much more; and check out how you can
visit Concorde Alpha Alpha at the National Museum of Flight in East
Lothian, and the other flying machines there.
Do you want to know twelve egg-laying animals that aren't birds,
nine animals without brains, and how to say woof in sixteen
different languages? Then look no further because Lists for Curious
Kids: Animals is absolutely bursting with 206 interesting and
informative lists, guaranteed to keep you entertained and increase
your animal knowledge at the same time! Discover animal invaders,
the top 10 most popular pets, fish that light up the ocean, very
long snakes . . . and a slam-dunking, basketball-playing rabbit!
With quirky, colourful illustrations by Caroline Selmes, this is a
great gift purchase but also a book to buy for yourself!
This edited volume with selected expanded papers from CELDA
(Cognition and Exploratory Learning in the Digital Age) 2011
(http://www.celda- -conf.org/) will focus on Ubiquitous and Mobile
Informal and Formal Learning in the Digital Age, with sub-topics:
Mobile and Ubiquitous Informal and Formal Learning Environments
(Part I), Social Web Technologies for new knowledge representation,
retrieval, creation and sharing in Informal and Formal Educational
Settings (Part II), Virtual Worlds and Game- -based Informal and
Formal Learning (Part III), Location- -based and Context- - Aware
Environments for Formal and Informal Learning Integration (Part IV)
There will be approximately twenty chapters selected for this
edited volume from among peer- -reviewed papers presented at the
CELDA (Cognition and Exploratory Learning in the Digital Age) 2011
Conference in Rio de Janeiro, Brazil in November, 2011.
This volume breaks new ground by asking how our understandings of
gender can be informed by exploring the socio-technical relations
of ICTs in health care, and how far an appreciation of the ways in
which gender works can inform and improve our understanding of how
ICTs are being developed, implemented, and used in health care
contexts.
Teach computing with confidence, whatever your level of subject
knowledge. A component of the Oxford International Primary
Computing series, Teacher's Guide (levels 1-3) gives you the tools
you need to grow students' digital literacy and develop their
computational thinking and programming competence. Providing
support at every level, this guide provides expert guidance and
support for delivering compelling lessons at every level. Within
each stage, key concepts are covered to give learners not only the
skills they need to use technology effectively, but also the
knowledge in how to do so creatively, safely and collaboratively.
Based on the bestselling horror video game series Five Nights at
Freddy's, this essential logbook offers night guards new to Freddy
Fazbear's Pizza a chance for self-reflection during their first
week on the job. Quizzes, lists, and prompts throughout reinforce
training, provide room to log in-game events and allow for
introspection on the best qualities of a Freddy's employee -
namely, a genuine disregard for instinctive self-preservation. It's
all here in this logbook - just be sure to fill out your emergency
contact information first!
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