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Showing 1 - 25 of 42 matches in All Departments
Join a group of four kid detectives and help them find out about STEM while developing problem solving, observation and deduction, and investigating skills. Our Kid Detectives Isla, Farah, Sam and Mohammad are planning a fishing trip at their favourite spot at the local river. They take a detour on their way back from school to show the spot to Sam, who has never been. They notice how the usually crystal clear river is cloudy. The children decide to investigate what has caused this and find out that a chemical has leaked into the river further upstream. They see the effects this has on the animals and plants that live in or beside the river. The children decide to find out where the chemical has come from. They report the pollution to the council who sends someone to take water samples. The children meet this person and she tells them about different kinds of river pollution. She takes samples of river water for testing. When she returns to the river, she tells the children that the pollution is from a farm. The children do a 'stakeout' and spy on the farm. They see the farmer using a fertiliser on his field. The children work out this is what is causing the pollution. But the farmer spots them and angrily asks what they're doing. The children explain and the farmer sees the effects his fertiliser is having on the environment. He agrees to use a more environmentally friendly fertiliser to stop polluting the river. Featured interactive elements: Looking for clues in the illustrations Spotting how the river has been affected by the pollution Spotting what is causing the pollution Gathering crucial information from information panels about pollution Through interactive adventures that combine facts, brain-teasing puzzles and lively illustrations, the books impart STEM knowledge in an original way to inspire a love of the subject. The story in each book will have the reader solving puzzles, finding clues, cracking secret codes and uncovering mysteries. Perfect for aspiring detectives aged 7+.
John Haslam's Illustrations of Madness, written in 1810, occupies a special place in psychiatric history, it was the first book-length account of one single psychiatric case written by a British psychiatrist. John Haslam, apothecary to London's Bethlem Hospital, and a leading psychiatrist of the early-nineteenth century, details the case of James Tilly Matthews, who had been a patient in the hospital for some ten years. Matthews claimed he was sane, as did his friends and certain doctors. Haslam, on behalf of the Bethlem authorities, contended he was insane, and attempted to demonstrate this by presenting a detailed account of Matthew's own delusional system, as far as possible in Matthew's own words. Originally published in 1988 as part of the Tavistock Classics in the History of Psychiatry series, Roy Porter's Introduction to this facsimile reprint of an historic book goes beyond Haslam's text to reveal the extraordinary psychiatric politics surrounding Matthew's confinement and the court case it produced, leading up to Haslam's dismissal from his post. Still relevant today, Haslam's account can be used as material upon which to base a modern diagnosis of Matthew's disorder.
John Haslam's Illustrations of Madness, written in 1810, occupies a special place in psychiatric history, it was the first book-length account of one single psychiatric case written by a British psychiatrist. John Haslam, apothecary to London's Bethlem Hospital, and a leading psychiatrist of the early-nineteenth century, details the case of James Tilly Matthews, who had been a patient in the hospital for some ten years. Matthews claimed he was sane, as did his friends and certain doctors. Haslam, on behalf of the Bethlem authorities, contended he was insane, and attempted to demonstrate this by presenting a detailed account of Matthew's own delusional system, as far as possible in Matthew's own words. Originally published in 1988 as part of the Tavistock Classics in the History of Psychiatry series, Roy Porter's Introduction to this facsimile reprint of an historic book goes beyond Haslam's text to reveal the extraordinary psychiatric politics surrounding Matthew's confinement and the court case it produced, leading up to Haslam's dismissal from his post. Still relevant today, Haslam's account can be used as material upon which to base a modern diagnosis of Matthew's disorder.
Join a group of four kid detectives and help them find out about STEM while developing problem solving, observation and deduction, and investigating skills. Our four detectives, Farah, Amelia, Mohammad and Sam, have won a contest and the prize is to visit the new deep-sea lab. When they get there they are enlisted by a marine biologist to help count the population of isopods in an are of the sea floor. When they give the scientist their numbers, she tells them that it is not what she expected. The isopod population has drastically declined since the last time they were counted a week ago. What has happened? She explains to them that something may have disrupted the ecosystem and impacted food chains. As the kids go back into the submersible to take a closer look, they discover an unexpected predator and its presence may be due to the eruption of an underwater volcano heating up the sea floor. Featured interactive elements: Looking for clues in the illustrations Understanding instruments used for deep sea exploration Gathering crucial information from fact panels about ecosystems in the ocean depths Through interactive adventures that combine facts, brain-teasing puzzles and lively illustrations, the books impart STEM knowledge in an original way to inspire a love of the subject. The story in each book will have the reader solving puzzles, finding clues, cracking secret codes and uncovering mysteries. Perfect for aspiring detectives aged 7+.
Discover how today's amazing inventions and technologies work while developing your coding skills Recreate the technology that lives in space technology with code. Learn aboutgravity, create a jetpack game, program a spaceship's return to Earth and much more! Each book goes inside a different machine or technology and explains the key computer code and systems that are controlling them. Step-by-step activities teach you how to create your own versions of these machines on screen, and bring them to life - with code! The focus is placed on modern technologies that actually use code to work, rather than looking back at steam engines, etc. This will keep the practice of coding firmly in the contemporary. The series uses Scratch as the coding language, as this is still the most used, user-friendly and flexible in building projects, however no prior experience of Scratch is expected and each book will include an introduction to Scratch. Perfect for exploring STEAM and other high-interest topics. Great for reader 9 and up.
Join a group of four kid detectives and help them find out about STEM while developing problem solving, observation and deduction, and investigating skills. Our four detectives, Farah, Amelia, Mohammad and Sam, are excited when they see their school installing solar panels and a wind turbine. A few days later, on a sunny but windy day, the power goes out halfway through a science lesson. The kids decide to investigate why the solar panels and wind turbine are failing to provide the school with the electricity they should be generating. With the help of Isla's mum, Luan, an engineer the four friends learn how solar and wind energy works. The children (and reader) uncover what has gone wrong and what is preventing the solar panels and wind turbine from doing what they are supposed to do. The story ends with the children figuring the fixes needed and telling their teacher. Featured interactive elements: Looking for clues in the illustrations Identifying tree species from a leaf Gathering crucial information from fact panels about how solar panels andwind turibines work Through interactive adventures that combine facts, brain-teasing puzzles and lively illustrations, the books impart STEM knowledge in an original way to inspire a love of the subject. The story in each book will have the reader solving puzzles, finding clues, cracking secret codes and uncovering mysteries. Perfect for aspiring detectives aged 7+.
Each book goes inside a different machine or technology and explains the key computer code and systems that are controlling them. Step-by-step activities teach you how to create your own versions of these machines on screen, and bring them to life - with code! The focus is placed on modern technologies that actually use code to work, rather than looking back at steam engines, etc. This will keep the practice of coding firmly in the contemporary. Each book assumes readers have reasonable general computer skills. The series uses Scratch as the coding language, as this is still the most used, user-friendly and flexible in building projects, however no prior experience of Scratch is expected and each book will include a spread introducing Scratch. Teachers have always used ICT across the curriculum and are looking for contexts to teach coding in. Kids that are interested in STEAM and the high-interest topics covered, will be engaged by the opportunity to explore the STEAM concepts creatively with code.
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