Readings Newsletter
Become a Readings Member to make your shopping experience even easier.
Sign in or sign up for free!
You’re not far away from qualifying for FREE standard shipping within Australia
You’ve qualified for FREE standard shipping within Australia
The cart is loading…
We are working with Cambridge International to gain endorsement for this forthcoming series.
Help learners develop essential computing skills with an approach that uses real-life examples, reinforces key vocabulary and provides opportunities to learn, practise and apply throughout. - Encourage learners to become confident in working with information and ideas of their own and those of others with discussion tasks, as well as with What can you do? panels at the end of each unit for self-assessment. - Provide a clear pathway through the learning objectives with Practise tasks in each unit, as well as Go further and Challenge yourself! panels with questions designed to support differentiation. - Recap and activate learners’ prior knowledge with Do you remember? activities and introduce new computing skills with Learn and Practise tasks. - Cross-curricular links boost self-reflection within and across multiple disciplines, enabling learners to enquire and extend understanding from a range of contexts.
Contents How to use this book
Term 1 Unit 1 Computers are everywhere
Unit 2 Be an animator
Unit 3 Be a data detective
Unit 4 Be a designer
Term 2 Unit 5 We can network
Unit 6 Be a problem solver
Unit 7 Computers control things
Unit 8 Be a musician
Term 3 Unit 9 Be a data collector
Unit 10 Be a games developer
Unit 11 We are connected
Unit 12 Be an artist
Glossary
$9.00 standard shipping within Australia
FREE standard shipping within Australia for orders over $100.00
Express & International shipping calculated at checkout
We are working with Cambridge International to gain endorsement for this forthcoming series.
Help learners develop essential computing skills with an approach that uses real-life examples, reinforces key vocabulary and provides opportunities to learn, practise and apply throughout. - Encourage learners to become confident in working with information and ideas of their own and those of others with discussion tasks, as well as with What can you do? panels at the end of each unit for self-assessment. - Provide a clear pathway through the learning objectives with Practise tasks in each unit, as well as Go further and Challenge yourself! panels with questions designed to support differentiation. - Recap and activate learners’ prior knowledge with Do you remember? activities and introduce new computing skills with Learn and Practise tasks. - Cross-curricular links boost self-reflection within and across multiple disciplines, enabling learners to enquire and extend understanding from a range of contexts.
Contents How to use this book
Term 1 Unit 1 Computers are everywhere
Unit 2 Be an animator
Unit 3 Be a data detective
Unit 4 Be a designer
Term 2 Unit 5 We can network
Unit 6 Be a problem solver
Unit 7 Computers control things
Unit 8 Be a musician
Term 3 Unit 9 Be a data collector
Unit 10 Be a games developer
Unit 11 We are connected
Unit 12 Be an artist
Glossary