Minecraft English Ages 10-11


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


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 9-10


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.




Minecraft Maths Ages 8-9


Book Description

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




Minecraft Maths Ages 10-11


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


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.




The Learning Habit


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.




Raspberry Pi Projects for Kids


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!




ICTs and Innovation for Didactics of Social Sciences


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


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.