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Books > Children's & Educational > Technology & applied sciences
Fundamental and FUN first coding concepts for kids, and the great thing is: it's unplugged! What's a Loop? ... a tree house adventure! is an exciting story that leads children through the idea of loops in everyday life, and the super-important concept of debugging errors in their code. Flash, Jet and Zeb, the super-powered robots who star in this story, learn these fundamentals of coding as they build an incredible tree house together! In the First Steps in Coding series, children are encouraged to become super coders with the help of various colourful and friendly robots, who are all going on awesome adventures. Children as young as 3-5 years old learn code through unplugged stories with bright and cheerful illustrations. Interactive elements throughout each book encourage hands-on engagement from children, and each story finishes with a creative activity to cement their coding learning. A parent, carer and teacher's guide at the back of each book makes this a great resource for home school and classroom learning. Titles in the series include: What's an Algorithm? ... a splash park adventure! What's Branching? ... a birthday adventure! What's Decomposition? ... a rock-and-roll adventure! What's a Loop? ... a tree house adventure! What's Sequencing? ... a school-day adventure! What's a Variable? ... a story-time adventure!
THE RECORD-BREAKING NUMBER ONE BESTSELLER FROM THE UK'S BESTSELLING NON-FICTION AUTHOR. Discover all the weird and wonderful things that go on inside your body with Adam Kay. Covers key stage 2 / 3 human biology syllabus (in a slightly repulsive way). 'Hilarious and fascinating! I wish Adam had been my biology teacher' - Konnie Huq Do you ever think about your body and how it all works? Like really properly think about it? The human body is extraordinary and fascinating and, well . . . pretty weird. Yours is weird, mine is weird, your maths teacher's is even weirder. This book is going to tell you what's actually going on in there, and answer the really important questions, like: Are bogeys safe to eat? Look, if your nose is going to all that effort of creating a snack, the least we can do is check out its nutritional value. (Yes, they're safe. Chew away!) And how much of your life will you spend on the toilet? About a year - so bring a good book. (I recommend this one.) So sit back, relax, put on some rubber gloves, and let a doctor take you on a poo (and puke) filled tour of your insides. Welcome to Kay's Anatomy*. *a fancy word for your body. See, you're learning already. 'The sort of book I would have loved as a child' - Malorie Blackman 'Like listening to a teacher who makes pupils fall about' - The Times 'Absolutely packed with facts... Entertaining and highly informative' - Daily Mail 'As brilliant, and revolting, as the human body it celebrates' - The i newspaper 'Totally brilliant!' - Jacqueline Wilson 'If only this funny and informative book had been around when I was too embarrassed to teach my kids about bodily functions' - David Baddiel
Look at the engine of a car. Ride in a racing car, a dumper truck, a bulldozer, a cattle-truck, a bus. Drive a fire-engine, an ambulance, a police car through the city traffic. Count the wheels on a bike, a skate board, roller skates, a tricycle, a baby buggy, a motor bike and a scooter.
Written to support 11 - 14 year-old students in developing technological literacy and competence, Just Click for the Caribbean Third Edition provides a strong foundation for lower secondary students to study Information Technology at CSEC level. Designed by experts from the region, this curriculum-aligned course fully supports the syllabus you follow. This third edition has been fully revised with scaffolded topics that develop students' theoretical and practical and practical knowledge in Information Technology, encouraging independent learning and providing a foundation for further study.
Journey into the Nether (if you dare) in this Step Into Reading Step 3 Levelled Reader, the only official levelled reader series based on Minecraft, the world's best-selling video game! Learn to read with the official Minecraft Young Readers! Practise your reading skills and develop your vocabulary as you read stories about your favourite game. Minecraft (R) is the best-selling video game of all time! And now learning to read has never been more fun for fans of the game ages 4 to 7. They'll get a great introduction to the game's most mysterious biomes when two players, Emmy and Birch - and their tame wolf Byte - set out on an epic adventure into the mysterious Nether! This Step 3 Step into Reading Levelled Reader includes more than 30 full-colour stickers to add to the fun. Look for these other great Minecraft (R) titles: * Mobs in the Overworld! (Minecraft) 9780755500444 * Survival Mode! (Minecraft) 9780755500451 * Escape From the Nether (Minecraft) 9780755500468 Step 3 readers feature engaging characters in easy-to-follow plots about popular topics for children who are ready to read on their own. (c) 2022 Mojang AB and Mojang Synergies AB. MINECRAFT and MOJANG are trademarks or registered trademarks of Mojang Synergies AB.
Brain Lab for Kids offers 52 family-friendly activities, science experiments, and models to help you understand how the brain accomplishes all that it does. Riding a bicycle, learning a new language, catching a ball, reading a book: these activities and everything else we see, hear, feel, and do are made possible by the soft, whitish-pink substance inside our heads called the brain. These hands-on projects will give you a new appreciation for your brain and the many amazing things it does for you. Have fun learning: how cerebrospinal fluid works by dropping eggs held in containers, with and without water. about touch receptors by making a touch maze with glue and cardboard. how people filter out unneeded sound by conducting a listening experiment. how vision interacts with taste and smell by tasting colored drinks. The labs are organized by unit themes: The Neuron, The Brain, Reflexes, Taste, Smell, Vision, Touch, Hearing, Sleep and Body Rhythms, and Memory. The "What's Going On" section for each lab explains the science behind the fun. "Brain Facts" are interesting, and perhaps surprising, bits of trivia related to each lab. Finally, "Thinking Deeper" has suggestions for taking the lab further. The expanding field of brain science, also called neuroscience, offers the opportunity for all of us to learn about ourselves and others, and how we can better communicate, motivate, inspire, and just plain collaborate together. The popular Lab for Kids series features a growing list of books that share hands-on activities and projects on a wide host of topics, including art, astronomy, clay, geology, math, and even how to create your own circus-all authored by established experts in their fields. Each lab contains a complete materials list, clear step-by-step photographs of the process, as well as finished samples. The labs can be used as singular projects or as part of a yearlong curriculum of experiential learning. The activities are open-ended, designed to be explored over and over, often with different results. Geared toward being taught or guided by adults, they are enriching for a range of ages and skill levels. Gain firsthand knowledge on your favorite topic with Lab for Kids.
All aboard! This storybook gives young readers an all-access, first-class ticket for some of the oldest, the strangest, the biggest, and the fastest trains in history - from the steam engines of days gone by, to the high-speed electric trains that are common today. Discover how engines work, how railways climb mountains and cut through seas, and how they help us to travel all over the world. This title is part of the My First Discovery paperback series - a unique collection of beautifully illustrated information books for children aged 4 to 7, with simple language to aid learning and realistic artwork to inspire young minds. There are 8 transparent overlay pages, which reveal hidden surprises and make the pages come alive. With free access to a brand new audio app, children can listen and read along at their own pace, page by page.
Navigation instruments have changed over time. Lodestones, sunstones, and sextants helped early navigators find their way. Modern technology makes navigation more precise than it has ever been. But the roots of navigation still remain. Created in collaboration with the Smithsonian Institution, this Smithsonian Informational Text builds students' reading skills while engaging their curiosity about STEAM topics through real-world examples. It features a hands-on STEAM challenge that guides students through every step of the engineering design process and is perfect for makerspace activities. It makes STEAM career connections by providing a glimpse into the lives of real-life Smithsonian employees currently working in STEAM fields. Discover engineering innovations that solve real-world problems with this book that touches on all aspects of STEAM: Science, Technology, Engineering, the Arts, and Math!
Did you know the first battery-powered vehicle was created in the 1830s? People who attended the 1892 World's Fair in Chicago could see one. And in 1894, you could buy an "Electrobat" and travel 25 miles on a single charge! Since then, EVs have surged in popularity and have become much more technologically advanced. Learn the history of EVs, how they work, why they're good for the environment, and discover the future of the electric vehicle! Created in collaboration with the Smithsonian Institution, this Smithsonian Informational Text builds reading skills while engaging students' curiosity about STEAM topics through real-world examples. Packed with factoids and informative sidebars, it features a hands-on STEAM challenge that is perfect for use in a makerspace and teaches students every step of the engineering design process. Make STEAM career connections with career advice from actual Smithsonian employees working in STEAM fields. Discover engineering innovations that solve real-world problems with content that touches on all aspects of STEAM: Science, Technology, Engineering, the Arts, and Math!
This, the first publication to collate a broad international
perspective on the pedagogical value of GIS technology in
classrooms, offers an unprecedented range of expert views on the
subject. Geographic Information Systems (GISs) are now ubiquitous
and relatively inexpensive. They have revolutionized the way people
explore and understand the world around them. The capability they
confer allows us to capture, manage, analyze, and display
geographic data in ways that were undreamt of a generation ago. GIS
has enabled users to make decisions and solve problems as diverse
as designing bus routes, locating new businesses, responding to
emergencies, and researching climate change. GIS is also having a
major impact in the classroom. Students and teachers around the
world are using this significant emerging technology in the
secondary school classroom to study social and scientific concepts
and processes, to broaden their technical skills, and to engage in
problem solving and decision making about local and global
issues. The most up to date and extensive survey of GIS in the secondary
education landscape, covering both principles and practice. International Perspectives on Teaching and Learning With GIS in
Secondary Schools is a highly relevant, critically important,
reflective contribution to the literature, providing strong
arguments supporting the inclusion for spatial studies for all in
secondary school education. This is an invaluable and inspirational examination of
innovation in geospatial technologies in secondary schools around
the world. Each chapter contains practical models for how to
integrate powerful tools for spatial analysis into a range of
subjects. It will be useful to classroom teachers and
administrators seeking pathways to implementation and teacher
educators considering how to prepare the next generation to use
geospatial technologies.
The fourth book in a nonfiction early-reader series about simple science concepts starring Ada Twist, Scientist! How do bees fly? Why does a spider weave a web? And why are bugs so important to our world?Ada Twist, Scientist: The Why Files is the perfect nonfiction resource for all these questions and more. Based on the bestselling Questioneers series and the Ada Twist, Scientist Netflix show, this nonfiction series is perfect for the youngest scientists of tomorrow, as they learn along with Ada. Designed in a scrapbook format, these books combine art from the show, illustrations, and photography to bring simple science concepts to life.
Hop aboard our special mini-bus for an unforgettable tour around the most fascinating destination in the entire Universe - you! In the company of our expert mini body guides, this book will get down to a microscopic level to explore all the various muscles, bones, organs and systems that make up the human body. Get ready to weave through great forests of hair, take a breakneck cruise along an artery (dodging red blood cells on the way) and get up close and personal with enormous eyes, mountainous toes and giant hearts. With a mixture of cartoons, photography and CGI art - and with fun fact-filled text - it's the human body as you've never experienced it before. Content includes: Brain, Nervous System and Senses The Mouth & Digestion Life Support (Heart, blood, muscles and bones) Defence and communication (skin, immune system, kidneys) Building Blocks (cells, DNA, genes) About Lonely Planet Kids: Lonely Planet Kids - an imprint of the world's leading travel authority Lonely Planet - published its first book in 2011. Over the past 45 years, Lonely Planet has grown a dedicated global community of travellers, many of whom are now sharing a passion for exploration with their children. Lonely Planet Kids educates and encourages young readers at home and in school to learn about the world with engaging books on culture, sociology, geography, nature, history, space and more. We want to inspire the next generation of global citizens and help kids and their parents to approach life in a way that makes every day an adventure. Come explore!
Spot On is spot on! The most popular course in South Africa, Spot On has everything a learner needs in one book. Spot On improves results, makes learning enjoyable, makes teaching a pleasure and is easy to use. The Spot On Teacher’s Guide comes with printable planning material, Formal Assessment Tasks, revision tests and exams.
A time-travelling adventure for budding young scientists, by Nobel Prize winning Barry Marshall Mary has always wanted to win a Nobel Prize and loves running her own science experiments at home. One day Mary stumbles on a secret meeting of Nobel Prize winners. Dr Barry Marshall agrees to travel with her through time to learn the secrets behind some of the most fascinating and important scientific discoveries. They talk time and space with Albert Einstein, radiation with Marie Curie, DNA with Crick, Watson and Wilkins – and much more.
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. |
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