Computer Activities A-Z

Computer Activities A-Z
Author: Alyssa Weller
Publisher: Teacher Created Resources
Total Pages: 146
Release: 1999
Genre: Computer-assisted instruction
ISBN: 157690461X

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Computer Activities A-Z

Computer Activities A-Z
Author: Alyssa Weller
Publisher:
Total Pages: 137
Release: 1999
Genre: Computer art
ISBN: 9781864019537

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Computer Activities A-Z is a book filled with technology projects that are fun and motivating for primary students. This book includes activities that can easily be integrated into the existing curriculum. Students utilise English, maths, science and social studies skills when doing these projects. In addition, students have opportunities to improve their ability to use a mouse, keyboard, printer, as well as graphics and word-processing software. All of the activities are created to be age-appropriate and motivational for primary students. They are user-friendly for teachers who are just beginning to implement technology into their lessons as well as for those who are very experienced.

Computer Activities Through the Year

Computer Activities Through the Year
Author: Susan L. Gimotty
Publisher: Teacher Created Resources
Total Pages: 146
Release: 1999
Genre: Computer literacy
ISBN: 1576904482

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Contains over fifty activities designed to help students in grades four through eight develop technology skills in the areas of word processing, spreadsheet, Internet, presentation, and graphic design.

The Experimenter's A-Z of Mathematics

The Experimenter's A-Z of Mathematics
Author: Steve Humble
Publisher: Routledge
Total Pages: 146
Release: 2017-09-08
Genre: Education
ISBN: 1134139535

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Mathematics at all levels is about the joy in the discovery; it's about finding things out. This fascinating book is a guide to that discovery process, presenting ideas for practical classroom-based experiments and extension activities. Each experiment is based on the work of a key mathematician who has shaped the way that the subject looks today, and there are historical notes to help teachers bring this work to life. The book includes instructions on how to recreate the experiments using practical mathematics, computer programs and graphical calculators; ideas for follow-up work; background information for teachers on the mathematics involved; and links to the new secondary numeracy strategy framework. Accompanying the book is a CD-ROM with downloadable computer programs that can be used and reworked as part of the experimental process. With a wide range of topics covered, and plenty of scope for interesting follow-up activities, the book will be a valuable tool for mathematics teachers looking to extend the curriculum.

32 Quick & Fun Content-Area Computer Activities

32 Quick & Fun Content-Area Computer Activities
Author: Kathy Kopp
Publisher: Shell Education
Total Pages: 162
Release: 2006-07-27
Genre: Computer activities
ISBN: 1425804055

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Incite 2nd grade students enthusiasm to learn using technology in the curriculum! Youll enhance learning and encourage high-order thinking by incorporating a technology project for every week of the school year. Students will develop key technology skills in word processing, spreadsheets, multimedia presentations, and using the Internet while you teach regular classroom content. Lessons are divided among content areas, and the flexible projects are great for computer centers, labs, or one-computer classrooms. The easy-to-follow teacher instructions and step-by-step student directions make this resource a hit in the classroom. The included Teacher Resource CD contains sample projects, templates, and assessment rubrics. 160pp.

Computer Science in K-12

Computer Science in K-12
Author: Shuchi Grover
Publisher:
Total Pages:
Release: 2020-04
Genre:
ISBN: 9781734662702

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Coding teaches our students the essence of logical thinking and problem solving while also preparing them for a world in which computing is becoming increasingly pervasive. While there's excitement and enthusiasm about programming becoming an intrinsic part of K-12 curricula the world over, there's also growing anxiety about preparing teachers to teach effectively at all grade levels.This book strives to be an essential, enduring, practical guide for every K-12 teacher anywhere who is either teaching or planning to teach computer science and programming at any grade level. To this end, readers will discover:? An A-to-Z organization that affords comprehensive insight into teaching introductory programming.? 26 chapters that cover foundational concepts, practices and well-researched pedagogies related to teaching introductory programming as an integral part of K-12 computer science. Cumulatively these chapters address the two salient building blocks of effective teaching of introductory programming-what content to teach (concepts and practices) and how to teach (pedagogy).? Concrete ideas and rich grade-appropriate examples inspired by practice and research for classroom use.? Perspectives and experiences shared by educators and scholars who are actively practicing and/or examiningthe teaching of computer science and programming in K-12 classrooms.

Computer Activities

Computer Activities
Author: Susan Gimotty
Publisher:
Total Pages:
Release: 2001-11-21
Genre:
ISBN: 9781740255486

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Computer Activities Through the Year provides many different activities for children to do and have fun while learning about computers. Designed for students using any computer system, Mac or PC. These cross-curricular activities incorporate word processing skills, spreadsheets, the Internet, presentations, and graphic design skills. All of these activities are created to be age-appropriate and motivational for primary students. They are user-friendly for teachers who are just beginning to implement technology into their lessons as well as for those who are very experienced. All activities have objectives, explain what program is needed and instructions for use, and there are also extension ideas for students and teachers.

The Design and Use of Simulation Computer Games in Education

The Design and Use of Simulation Computer Games in Education
Author:
Publisher: BRILL
Total Pages: 312
Release: 2007-01-01
Genre: Education
ISBN: 908790312X

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"A series of well argued but surprisingly entertaining articles go far to set the very foundations ofthe field of digital game based learning. This book is absolutely essential reading for anyone interested in games and learning and will be for years to come." - James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University

The BIG Arizona Reproducible Activity Book

The BIG Arizona Reproducible Activity Book
Author: Carole Marsh
Publisher: Gallopade International
Total Pages: 100
Release: 2011-03-01
Genre: Juvenile Nonfiction
ISBN: 063508404X

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The Big Arizona Activity Book! 100+ activities, from Kindergarten-easy to Fourth/Fifth-challenging! This big activity book has a wide range of reproducible activities including coloring, dot-to-dot, mazes, matching, word search, and many other creative activities that will entice any student to learn more about Arizona. Activities touch on history, geography, people, places, fictional characters, animals, holidays, festivals, legends, lore, and more.

Artificial Intelligence and Simulation

Artificial Intelligence and Simulation
Author: Tag G. Kim
Publisher: Springer Science & Business Media
Total Pages: 725
Release: 2005-01-31
Genre: Computers
ISBN: 354024476X

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This book constitutes the refereed post-proceedings of the 13th International Conference on AI, Simulation, and Planning in High Autonomy Systems, AIS 2004, held in Jeju Island, Korea in October 2004. The 74 revised full papers presented together with 2 invited keynote papers were carefully reviewed and selected from 170 submissions; after the conference, the papers went through another round of revision. The papers are organized in topical sections on modeling and simulation methodologies, intelligent control, computer and network security, HLA and simulator interoperation, manufacturing, agent-based modeling, DEVS modeling and simulation, parallel and distributed modeling and simulation, mobile computer networks, Web-based simulation and natural systems, modeling and simulation environments, AI and simulation, component-based modeling, watermarking and semantics, graphics, visualization and animation, and business modeling.