Minecraft English Ages 10-11

Minecraft English Ages 10-11 PDF Author: Collins KS2
Publisher: Collins
ISBN: 9780008462857
Category : Education
Languages : en
Pages : 0

Book Description
The only official Minecraft English book for children aged 10-11! Children embark on a Minecraft adventure in each English topic, using their skills and knowledge to complete the tasks and earn rewards.

Minecraft English Ages 8-9

Minecraft English Ages 8-9 PDF Author: Collins KS2
Publisher: Collins
ISBN: 9780008462833
Category : Education
Languages : en
Pages : 0

Book Description
The only official Minecraft English book for children aged 8-9! Children embark on a Minecraft adventure in each English topic, using their skills and knowledge to complete the tasks and earn rewards.

Minecraft Maths Ages 10-11

Minecraft Maths Ages 10-11 PDF Author: Collins KS2
Publisher: Collins
ISBN: 9780008462796
Category : Education
Languages : en
Pages : 0

Book Description
The only official Minecraft maths book for children aged 10-11! Children embark on a Minecraft adventure in each maths topic, using their maths skills and knowledge to complete the tasks and earn rewards.

Minecraft English Ages 9-10

Minecraft English Ages 9-10 PDF Author: Collins KS2
Publisher: Collins
ISBN: 9780008462840
Category : Education
Languages : en
Pages : 0

Book Description
The only official Minecraft English book for children aged 9-10! Children embark on a Minecraft adventure in each English topic, using their skills and knowledge to complete the tasks and earn rewards.

Minecraft Maths Ages 9-10

Minecraft Maths Ages 9-10 PDF Author: Collins KS2
Publisher: Collins
ISBN: 9780008462789
Category : Education
Languages : en
Pages : 0

Book Description
The only official Minecraft maths book for children aged 9-10! Children embark on a Minecraft adventure in each maths topic, using their maths skills and knowledge to complete the tasks and earn rewards.

The Learning Habit

The Learning Habit PDF Author: Stephanie Donaldson-Pressman
Publisher: Penguin
ISBN: 0698139259
Category : Study Aids
Languages : en
Pages : 209

Book Description
A groundbreaking approach to building learning habits for life, based on a major new study revealing what works – and what doesn’t Life is different for kids today. Between standardized testing, the Common Core Curriculum, copious homework assignments, and seemingly endless amounts of “screen time,” it’s hard for kids – and parents – to know what’s most essential. How can parents help their kids succeed – not just do well “on the test” -- but develop the learning habits they’ll need to thrive throughout their lives? This important and parent-friendly book presents new solutions based on the largest study of family routines ever conducted. The Learning Habit offers a blueprint for navigating the maze of homework, media use, and the everyday stress that families with school-age children face; turning those “stress times” into opportunities to develop the eight critical skills kids will need to succeed in college and in the highly competitive job market of tomorrow – skills including concentration and focus, time management, decision-making, goal-setting, and self-reliance. Along with hands-on advice and compelling real-life case studies, the book includes 21 fun family challenges for parents and kids, bringing together the latest research with simple everyday solutions to help kids thrive, academically and beyond.

ICTs and Innovation for Didactics of Social Sciences

ICTs and Innovation for Didactics of Social Sciences PDF Author: Delgado-Algarra, Emilio José
Publisher: IGI Global
ISBN: 1799828840
Category : Computers
Languages : en
Pages : 295

Book Description
The advancement of technology in today’s world has led to the progression of several professional fields. This includes the classroom, as teachers have begun using new technological strategies to increase student involvement and motivation. ICT innovation including virtual reality and blended learning methods has changed the scope of classroom environments across the globe; however, significant research is lacking in this area. ICTs and Innovation for Didactics of Social Sciences is a fundamental reference focused on didactics of social sciences and ICTs including issues related to innovation, resources, and strategies for teachers that can link to the transformation of social sciences teaching and learning as well as societal transformation. While highlighting topics such as blended learning, augmented reality, and virtual classrooms, this book is ideally designed for researchers, administrators, educators, practitioners, and students interested in understanding current relevant ICT resources and innovative strategies for the didactic of social sciences and didactic possibilities in relation to concrete conceptual contents, resolution of problems, planning, decision making, development of social skills, attention, and motivation promoting a necessary technological literacy.

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971

Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

Raspberry Pi Projects for Kids

Raspberry Pi Projects for Kids PDF Author: Dan Aldred
Publisher: No Starch Press
ISBN: 1593279477
Category : Computers
Languages : en
Pages : 290

Book Description
Learn coding and electronics through 12 original and daring projects that hack wireless signals. The Raspberry Pi is an inexpensive, pocket-sized computer that will help you build and code your own hardware projects. Raspberry Pi Projects for Kids will show you how to harness the power of the Raspberry Pi to create 12 cool projects using simple code and common materials like a webcam, microphone, and LED lights. Step-by-step instructions and detailed diagrams guide you through each project. After a brief introduction to the Python programming language, you'll learn how to: Create an LED night-light that turns itself on and off Set up a Raspberry Pi camera to take selfies and videos Set up a webcam to stream video to your cell phone Manipulate environments in Minecraft Hijack local radio waves to play your own songs and recordings Configure Raspberry Pi to send texts to a cell phone Track your family members' locations via wi-fi and Bluetooth Create an MP3 player Set up a camera to take motion-triggered photos of wildlife Control the electronics in your home with your cell phone Teach Raspberry Pi to read aloud posts from your Twitter feed Play "Rock, Paper, Scissors" against Raspberry Pi Raspberry Pi Projects for Kids will deliver hours of fun and endless inspiration!

A Blind Guide to Normal

A Blind Guide to Normal PDF Author: Beth Vrabel
Publisher: Simon and Schuster
ISBN: 1510702296
Category : Juvenile Fiction
Languages : en
Pages : 222

Book Description
Richie “Ryder” Raymond has a gift. He can find the punchline in any situation, even in his limited vision and prosthetic eye. During the past year at Addison School for the Blind, Ryder’s quick wit earned the respect and friendship of his classmates. Heading to mainstream, or “normal,” school for eighth grade is going to be awesome. After all, what’s not to like? At Addison, Ryder was everyone’s favorite person. He could make anyone laugh, especially his best friend Alice. So long as he can be first to make all of the one-eyed jokes, Ryder is sure he’ll fit in just as quick at Papuaville Middle School, home of the Fighting Guinea Pigs. But Alice warns him fitting in might not be as easy as he thinks. Turns out, Alice was right. In just the first hour of “normal” school, Ryder is attacked by General MacCathur II (aka, Gramps’s cat), causes his bio teacher to pass out cold, makes an enemy out town hero Max, and falls for Jocelyn, the fierce girl next door who happens to be Max’s girlfriend. On top of that, Ryder struggles to hold onto his dignity in the face of students’ pity and Gramps’s non-stop practical jokes. Ryder quickly sees the only thing worse than explaining a joke is being the punchline. But with help from his stuck-in-the-70s Gramps and encouragement from Alice, Ryder finds the strength to not only fight back, but to make peace. This exciting sequel to A Blind Guide to Stinkville weaves humor, recovery and second chances into an unforgettable story, with characters who will hook you from page one.
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