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The Teacher’s Guide to Scratch – Intermediate is a practical guide for educators preparing moderately complex coding lessons and assignments in their K-12 classrooms. The world’s largest and most active visual programming platform, Scratch helps today’s schools answer the growing call to realize important learning outcomes using coding and computer science. This book illustrates the increasingly intricate affordances of Scratch coding, details effective pedagogical strategies and learner collaborations, and offers actionable, accessible troubleshooting tips. Geared toward the intermediate user, these four unique coding projects will provide the technical training that teachers need to feel comfortable and confident in their skills and to help instill the same feeling of accomplishment in their students. Clear goals, a comprehensive glossary, and other features ensure the project’s enduring relevance as a reference work for computer science education in grade school. Thanks to Scratch’s cost-effective open-source license, suitability for blended and project-based learning, notable lack of privacy or security risks, and consistency in format even amid software and interface updates, this will be an enduring practitioner manual and professional development resource for years to come.
The Teacher’s Guide to Scratch – Advanced is a practical guide for educators preparing sophisticated coding lessons and assignments in their K–12 classrooms. The world’s largest and most active visual programming platform, Scratch helps today’s schools answer the growing call to realize important learning outcomes using coding and computer science. This book illustrates the expert-level potential of Scratch coding, details effective pedagogical strategies and learner collaborations, and offers actionable, accessible troubleshooting tips. Geared toward the advanced user, these four unique coding projects will provide the technical training that teachers need to master Scratch, feeling comfortable and confident in their skills as they unlock the program’s full potential for themselves and their students. Clear goals, a comprehensive glossary, and other features ensure the project’s enduring relevance as a reference work for computer science education in grade school. Thanks to Scratch’s cost-effective open-source license, suitability for blended and project-based learning, notable lack of privacy or security risks, and consistency in format even amid software and interface updates, this will be an enduring practitioner manual and professional development resource for years to come.
The Teacher’s Guide to Scratch – Beginner is a practical guide for educators preparing beginners-level coding lessons and assignments in their K–12 classrooms. The world’s largest and most active visual programming platform, Scratch helps today’s schools answer the growing call to realize important learning outcomes using coding and computer science. This book illustrates the benefits and fundamental building blocks of Scratch coding, details effective pedagogical strategies and learner collaborations, and offers actionable, accessible troubleshooting tips. Geared toward the fledgling user, these four unique coding projects will provide the technical training that teachers need to feel comfortable and confident in their skills and to help instill the same feeling of accomplishment in their students. Clear goals, a comprehensive glossary, and other features ensure the project’s enduring relevance as a reference work for computer science education in grade school. Thanks to Scratch’s cost-effective open-source license, suitability for blended and project-based learning, notable lack of privacy or security risks, and consistency in format even amid software and interface updates, this will be an enduring practitioner manual and professional development resource for years to come.
A guide for educators to incorporate computational thinking—a set of cognitive skills applied to problem solving—into a broad range of subjects. Computational thinking—a set of mental and cognitive tools applied to problem solving—is a fundamental skill that all of us (and not just computer scientists) draw on. Educators have found that computational thinking enhances learning across a range of subjects and reinforces students’ abilities in reading, writing, and arithmetic. This book offers a guide for incorporating computational thinking into middle school and high school classrooms, presenting a series of activities, projects, and tasks that employ a range of pedagogical practices and cross a variety of content areas. As students problem solve, communicate, persevere, work as a team, and learn from mistakes, they develop a concrete understanding of the abstract principles used in computer science to create code and other digital artifacts. The book guides students and teachers to integrate computer programming with visual art and geometry, generating abstract expressionist–style images; construct topological graphs that represent the relationships between characters in such literary works as Harry Potter and the Sorcerer’s Stone and Romeo and Juliet; apply Newtonian physics to the creation of computer games; and locate, analyze, and present empirical data relevant to social and political issues. Finally, the book lists a variety of classroom resources, including the programming languages Scratch (free to all) and Codesters (free to teachers). An accompanying website contains the executable programs used in the book’s activities.
Making Technology Work in Schools is an easy-to-use guide for transforming your school into a learner-centered, tech-supportive environment. School systems are increasingly adopting ambitious new educational technologies, but how do you make sure they are yielding effective teaching and learning experiences? The authors’ proven, intuitive practices speak directly to academic coaches, school technology leads, district technology directors, and teachers on special assignment who are responsible for introducing new digital tools and programs. Retaining its substantive focus on educational change and the comprehensive PURPOSE Framework, this refreshed second edition updates its real-world examples, practical strategies, and technology categories while adding new content on schoolwide initiatives, needs analysis, professional development, leadership and coaching standards, and more. After reading this book, you will be able to better prepare the educators whom you serve to empower their learners, whether digitally savvy or not, to be engaged, collaborative, and ready for college and careers.
Scratch is a fun, free, beginner-friendly programming environment where you connect blocks of code to build programs. While most famously used to introduce kids to programming, Scratch can make computer science approachable for people of any age. Rather than type countless lines of code in a cryptic programming language, why not use colorful command blocks and cartoon sprites to create powerful scripts? In Learn to Program with Scratch, author Majed Marji uses Scratch to explain the concepts essential to solving real-world programming problems. The labeled, color-coded blocks plainly show each logical step in a given script, and with a single click, you can even test any part of your script to check your logic. You'll learn how to: –Harness the power of repeat loops and recursion –Use if/else statements and logical operators to make decisions –Store data in variables and lists to use later in your program –Read, store, and manipulate user input –Implement key computer science algorithms like a linear search and bubble sort Hands-on projects will challenge you to create an Ohm's law simulator, draw intricate patterns, program sprites to mimic line-following robots, create arcade-style games, and more! Each chapter is packed with detailed explanations, annotated illustrations, guided examples, lots of color, and plenty of exercises to help the lessons stick. Learn to Program with Scratch is the perfect place to start your computer science journey, painlessly. Uses Scratch 2
A project-filled introduction to coding that shows kids how to build programs by making cool games. Scratch, the colorful drag-and-drop programming language, is used by millions of first-time learners worldwide. Scratch 3 features an updated interface, new programming blocks, and the ability to run on tablets and smartphones, so you can learn how to code on the go. In Scratch 3 Programming Playground, you'll learn to code by making cool games. Get ready to destroy asteroids, shoot hoops, and slice and dice fruit! Each game includes easy-to-follow instructions with full-color images, review questions, and creative coding challenges to make the game your own. Want to add more levels or a cheat code? No problem, just write some code. You'll learn to make games like: Maze Runner: escape the maze! Snaaaaaake: gobble apples and avoid your own tail Asteroid Breaker: smash space rocks Fruit Slicer: a Fruit Ninja clone Brick Breaker: a remake of Breakout, the brick-breaking classic Platformer: a game inspired by Super Mario Bros Learning how to program shouldn't be dry and dreary. With Scratch 3 Programming Playground, you'll make a game of it! Covers: Scratch 3
"The Teacher's Guide to Scratch - Intermediate is a practical guide for educators preparing moderately complex coding lessons and assignments in their K-12 classrooms. The world's largest and most active visual programming platform, Scratch helps today's schools answer the growing call to realize important learning outcomes using coding and computer science. This book illustrates the increasingly intricate affordances of Scratch coding, details effective pedagogical strategies and learner collaborations, and offers actionable, accessible troubleshooting tips. Geared toward the intermediate user, these four unique coding projects will provide the technical training that teachers need to feel comfortable and confident in their skills and to help instill the same feeling of accomplishment in their students. Clear goals, a comprehensive glossary, and other features ensure the project's enduring relevance as a reference work for computer science education in grade school. Thanks to Scratch's cost-effective open-source license, suitability for blended and project-based learning, notable lack of privacy or security risks, and consistency in format even amid software and interface updates, this will be an enduring practitioner manual and professional development resource for years to come"--
This advanced guide for FrontPage follows on from CiA's introductory guide. You are taught the more advanced features of FrontPage enabling the development of a multiple page web site.
This advanced guide for FrontPage follows on from the CiA introductory guide. You are taught the more advanced features of FrontPage enabling you to develop a multiple page web site.