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A complete three-year lower secondary computing course that takes a real-life, project-based approach to teaching young learners the vital computing skills they will need for the digital world. Each unit builds towards the creation of a final project, with topics ranging from to programming simple games to creating web pages.
The Collins International Primary Computing Stage 1 Workbook is written with a range of international contexts in mind and is designed to be used in lessons alongside the Student's Book. · As an essential companion to the Student's Book, the Workbook offers a range of exciting activities to help students consolidate understanding, think creatively and plan practical tasks, and to record, evaluate and reflect on their learning, supporting metacognition. · The clear and engaging pages offer a mix of fun and varied activities such as quizzes, 'Rate your progress' and reflection tasks as well as structured frameworks to record thoughts and ideas, and develop computational thinking and ensuring no learner is left behind. · End-of-chapter reflection features help students to assess their progress and understand how they can improve. · Following the same chapter and unit structure as the Student's Book, the clearly signalled Workbook activities provide further practice and extension material for learners of all levels, to support and enhance learning. · The Collins International Primary Computing series provides in-depth coverage of the Cambridge curriculum frameworks for Primary Computing (0059) and Primary Digital Literacy (0072), as well as the UK national curriculum for Computing at primary level This resource is not endorsed by Cambridge Assessment International Education.
· As an essential companion to the Student’s Book, the Workbook offers a range of exciting activities to help students consolidate understanding, think creatively and plan practical tasks, and to record, evaluate and reflect on their learning, supporting metacognition. · The clear and engaging pages offer a mix of fun and varied activities such as quizzes, ‘Rate your progress’ and reflection tasks as well as structured frameworks to record thoughts and ideas, and develop computational thinking and ensuring no learner is left behind. · End-of-chapter reflection features help students to assess their progress and understand how they can improve. · Following the same chapter and unit structure as the Student’s Book, the clearly signalled Workbook activities provide further practice and extension material for learners of all levels, to support and enhance learning. · The Collins International Primary Computing series provides in-depth coverage of the Cambridge curriculum frameworks for Primary Computing (0059) and Primary Digital Literacy (0072), as well as the UK national curriculum for Computing at primary level
A complete six-year primary computing course that takes a real-life, project-based approach to teaching young learners the vital computing skills they will need for the digital world. Each unit builds towards the creation of a final project, with topics ranging from designing your own robot to programming simple games and creating web pages.
The project-based activities nurture creative skills and give learners the opportunity to make decisions and develop projects that matter to them. Stage 1 projects focus on everything from designing a robot to creating a webpage on a topic of the learner’s choice, giving children the tools to build key computing and ICT skills, linking the five strands of theory to the practice of computing, and showing learners how computers work. Collins International Primary Computing series provides in-depth coverage of the Cambridge curriculum frameworks for Primary Computing (0059) and Primary Digital Literacy (0072), as well as the UK national curriculum for Computing at primary level. Each chapter enables students to develop their computing and digital literacy skills through a fun, practical and relatable project. Stage 1 helps learners to design a robot to help someone at school, build an app that feeds a character, plan a journey for a Bee-Bot, design a counting app, plan a dream class party and design a webpage on a chosen topic. Learners will build their understanding throughout the stage, using a rich variety of sources with an international focus to support their learning. With regular opportunities for discussion, group work, investigation and design, the Student’s Book and Workbook encourage active learning throughout. This includes ‘unplugged’ learning to explore concepts and foster computational thinking skills. Each chapter concludes with an opportunity for learners to build and showcase their own work, consolidating their learning through self or peer assessment and reflection. Clear explanations, visually engaging activities and ‘Key terms’ features are designed to support young learners, especially those with English as a second or additional language. The course includes the latest hardware and software information, additionally exploring Artificial Intelligence and AI images and empowers learners to navigate the online world safely by equipping them with crucial digital safety skills. Written by Flip Computing – Rebecca Franks, Liz Smart and Dr Tracy Gardner – an all female team of experts with a breadth of computing experience across industry, education and research, and their culturally responsive approach provides teachers with an accessible and inclusive learning experience for all ages and inspires greater participation and tech career pathways for all. Will prepare students for a seamless transition to Stage 2.
A complete six-year primary computing course that takes a real-life, project-based approach to teaching young learners the vital computing skills they will need for the digital world. Each unit builds towards the creation of a final project, with topics ranging from designing your own robot to programming simple games and creating web pages.
A complete six-year primary computing course that takes a real-life, project-based approach to teaching young learners the vital computing skills they will need for the digital world. Each unit builds towards the creation of a final project, with topics ranging from designing your own robot to programming simple games and creating web pages.
A complete six-year primary computing course that takes a real-life, project-based approach to teaching young learners the vital computing skills they will need for the digital world. Each unit builds a series of skills towards the creation of a final project, with topics ranging from designing your own robot to programming simple games and designing and creating web pages. Within each stage, key concepts are covered to give learners not only the skills they need to use technology effectively, but also the knowledge in how to do so creatively, safely and collaboratively: · Understand how modern technology works · Use a wide range of computer hardware and software for analytical and creative tasks · Use the internet safely, respectfully, and selectively · Write computer programs and develop computational thinking
A complete six-year primary computing course that takes a real-life, project-based approach to teaching young learners the vital computing skills they will need for the digital world. Each unit builds towards the creation of a final project, with topics ranging from designing your own robot to programming simple games and creating web pages.