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Books > Children's & Educational > Technology & applied sciences
Crazy about Wii, Nintendo, X-Box, and PlayStation? Meet the inventor whose work made them all possible: Ralph Baer, creator of the first home video game system! Today, the video game industry keeps growing, with ever more platforms available to fans. But how did the very first system come about? This picture-book biography of Ralph Baer, whose family fled Nazi Germany for the US, introduces kids to a great inventor AND the birth of the first home console. Using wartime technology, Baer thought outside the box and transformed the television into a vehicle for gaming; Baer's invention, the Odyssey, is a precursor to the Atari gaming system. Today, interactive systems like Wii and PlayStation are descendants of Ralph's innovative "Brown Box," making this award-winning inventor the true "Father of Video Games."
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.
Journey into Space takes readers beyond Earth and into the depths of our solar system. Take a closer look at the planets that make up the Milky Way, explore ice giants and dwarf planets, find out about the asteroid near-misses, delve into black holes and see if there is life elsewhere in the Universe. Using stunning photographs and graphic 3-D images, Journey into Space brings core curriculum subjects to life with an engaging design. Written by bestselling author Michael Bright, his digestible approach to science makes this the perfect book for project work or interest reading.
Book 6 in the hardback series - Racing Trains Peter's Railway is a story about a young boy who lives at Grandpa's farm. After building a miniature railway across the farm and then completing an amazing 5 mile extension to the line, Peter is ready for some more thrilling adventures. As their engineering skills progress the children are given more responsibility on the railway, and are delighted when they are given the task of completing a model Stirling Single locomotive - a perfect project for the summer! After watching the mainline train thunder past their miniature railway, the children were asking how fast was it travelling, and how fast could Fiery Fox go? Peter, always one for tinkering and creating things, comes up with just the ticket to measure speed - a computer-powered speedometer This leads to all sorts of adventures and the inevitable races along the track to test out Peter's new invention and to find out how fast trains can go! As in the previous books in the series, there is technical information and diagrams at the end of relevant chapters. In this book the topics explored are: how wheel size affects speed, pistons speed, work, power, computer programs, boilers, and much more...
This board book version of Amelia Earhart - an international bestseller from the beloved Little People, BIG DREAMS series - introduces the youngest dreamers to the world-famous aviation pioneer. When Amelia was young, she liked to imagine she could stretch her wings and fly away like a bird. As a grown woman, she set a new female world record for flying up to 14,000 feet. She also flew across the Atlantic and the Pacific oceans, and eventually undertook the most dangerous mission of all: to fly all the way around the world. Babies and toddlers will love to snuggle as you read to them the engaging story of this fascinating icon, and will also enjoy exploring the stylish and quirky illustrations of this sturdy board book on their own. 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!
Teaching with ICT prepares pre-service teachers across the three phases of learning to understand the role technology can play in teaching and learning. This book encourages students of teacher education to apply their understanding of pedagogy to using ICT in the classroom. The focus is on teaching with ICT rather than on teaching ICT. The book aims to empower students with problem-solving skills related to the availability and logistics of technology, and gives them the confidence to introduce a range of digital resources into their teaching. With practical examples of ICT use in the classroom, this book is a valuable resource for both pre-service teachers and teachers. It is aimed at students taking BEd modules on 'using ICT in teaching and learning' and in-service teachers. The course, usually taught at second year, is variously called Computers in Education; Teaching Methods, Instructional Technology and Instructional Materials; Computer Skills for Educators; ICT and the Roles of the Educator; Educational Media and Classroom Competence; Information Communication Technologies for Learning (ICT); Computer Integration in the Classroom; Education I: Media in Teaching and Learning; ICT Integration into the Classroom.
"Mam, did you think George was," I say, "a bit ... weird?" "Weird? Yes, I suppose so. But you kids are all a bit weird if you ask me. And to tell the truth, it'd be weird if you weren't." When a new boy joins the class, everyone thinks he's a bit strange, but he's brilliant at football and loves crisps, and that's all that matters to Dan and Maxie. However, the truth about George is stranger than anyone could have imagined ... and more sinister, too. Can his new pals help him to become truly free?
Specifically designed for busy teachers who have responsibility for co-ordinating a subject area within their primary school. Each volume in the series conforms to a concise style, while providing a wealth of tips, case studies and photocopiable material that teachers can use immediately. There are special volumes dedicated to dealing with OFSTED, creating whole school policy and the demands of co-ordinating several subjects within a small school. The entire set of 16 volumes is available.
ICT InteraCT is a new course delivering everything teachers and students need for success at Key Stage 3. The series combines digital resources with Student's Activity Books and photocopiable Teacher's Packs. ICT InteraCT is designed to help specialists and non-specialists alike deliver effective ICT to students at Key Stage 3. Placing an emphasis on relevant, scenario-based activities that promote problem solving through clearly levelled tasks, the resources provide: - A stimulating, scenario-based approach - Levelled assessments that are differentiated by task - Teacher's guidance on how to assess the levels and map the contents of the course to the revised Programme of Study, STUs, QCA Scheme of Work and other initiatives, such as Every Child Matters - Formative and summative assessment opportunities - including interactive tests - Tasks that cover skills, knowledge and understanding to promote ICT capability - Truly integrated print and electronic content The Pupil's book contains access to digital resources which are perfect for home and independent learning. The book also features activities that are designed for use with students when the IT suite is not available, reinforcing knowledge and understanding.
Welcome to Planetarium. This museum is open all hours. It will take you on an incredible journey through the Solar System and beyond, towards the most distant objects in space. So how big is the Universe? How did it start and when will it end? What exactly is a black hole? And are we really alone in the Universe? With specially written text for younger readers, step inside to explore the marvellous wonders of the Universe.
You know that food is important. But do you know why? What really happens if you don't eat your vegetables? How do carbs affect your brain? How does chocolate change your body? This book explores the science behind food. Look inside to see how food affects your mood and how to plan a healthy diet.
This Exam Practice Workbook from CGP is the perfect way to prepare for the AQA Grade 9-1 Food Preparation & Nutrition exams. For every topic, there's a wide range of realistic exam-style questions, with complete answers and mark schemes at the back. We've also included a full mock exam paper to help make students make sure they're 100% prepared for the real thing. Complete study notes for this course are available in CGP's matching Revision Guide (9781782946496).
Little scientists will love the BIG ideas in this activity book. They'll discover more about science at home by reading the simple explanations and doing the beautifully illustrated activities on each page. Start a lifelong passion for STEM subjects. From the power of magnetism to the energy that fuels our world, this is some seriously smart stuff.
Book two in the new OFFICIAL Minecraft fiction series for readers age 7+ - the Stonesword Saga Something has turned the Evoker King to stone, and elements of his code have turned into new and terrible bosses that threaten the digital world of Minecraft. Now Po, Harper and their friends must travel deep into underground and into a web of danger to face the one of them. But that's the easy part, because in the real world, Po decides to run for class president and before he knows it, the ground feels like it is opening under his feet and his popularity is about to plummet! (c) 2022 Mojang AB. Minecraft, the MINECRAFT logo and the MOJANG STUDIOS logo are trademarks of Microsoft Corporation
The Scratch: The ideal place to begin programming! Key Stage 2 Programming Curriculum Guide Most primary teachers and pupils have little - if any - experience programming. This book, classroom-tested and perfected by the author through his website code-it.co.uk, aids teachers in providing Key Stage 2 pupils with an exciting and challenging computer science curriculum. Code It can be used to supplement existing programming modules or as a complete KS2 computer science program of study. It contains a series of programming projects that gradually introduce pupils to algorithm design and evaluation, generalisation and decomposition. Pupils will learn how to use sequence, repetition, selection and variables through becoming creators of a wide variety of programming projects. Maths, literacy, humanities, gaming, music and control skills are all put to the test. There are four pupil workbooks to provide structure, resources and home learning links. These are designed to work in conjunction with the teacher book. A growing bank of online videos are also available, designed to help teachers improve their own skills and take full advantage of the cross-curricular benefits of developing depth in programming. The Scratch programming language, already widely recognised in schools, is freely accessible online or as a download at home. Scratch is the ideal place to begin programming as there is no other system that allows pupils to create such a wide variety of projects across primary and secondary education. It also enables pupils to extend their understanding independently through the Scratch online community - the new computing curriculum is truly transformational!
This book helps middle school teachers by assembling, under a single cover, a comprehensive commentary on the readymade curriculum materials. |
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