A Young Person's Guide to Information Technology Book Two Exploring Computers

A Young Person's Guide to Information Technology Book Two Exploring Computers (A Young Person's Guide to Information Technology#2) | 3rd edition

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ISBN: 9780988027213
Language: English

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Overview


You can read this book on the following devices:

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Description

This is the second book in a series of ten electronic books designed to educate young children and school-age students about information technologies and the digital world they live in. Who will benefit from this book? This book is most suitable for young people in their second or third grade level at school. It is also very helpful for teachers introducing ICT or integrating it into the curriculum. The book is colorful, creative and contains many challenges and activities designed to help young students understand how digital technologies work and how they may efficiently use them to learn and communicate. The book also contains an integrated Continuous Assessment process which may be of value in some educational environments. Modules at each level are divided into skills and knowledge-focused units. At the end of each unit students may describe what they have learned and their parent or teacher may award points for each item covered. Marks may be accumulated throughout the school year. A grade based upon the total points accumulated may be awarded at any time during the year. There are no tests or examinations in this program. What are the intended uses of this book? 1.This book is designed to support both teachers and students in existing ICT curricula and may be useful in introductory programs in areas such as Science, Language Arts, Mathematics and the Arts. 2.The book supports public and private education systems’ instruction and skills training programs to ensure that young people possess the knowledge and skills to function in a digital society, and ultimately to prepare them for entry into higher education and an increasingly digital and computer-based workforce. 3. Students and parents may use the book for home schooling use in support of study projects and personal skills development.

Other Details

Publisher ITCA Digital Education Systems Corporation
ISBN 9780988027213
Publishing Date 25-Mar-2014
Language English
Series A Young Person's Guide to Information Technology#2
Edition 3rd edition
Territorial Rights
Worldwide

Formats


This eBook is available in the following formats:

Adobe DRM EPUB

Format Type Adobe DRM EPUB
Language English
Digital Rights Management Implemented
Reading Allowed
Copying Not Allowed
Printing Not Allowed
Expiration Never Expire
Software Requirements Adobe Digital Edition Ver 1.7
Suitable Devices Windows, Mac, Sony Reader, iRex Reader

Contents


Contents: Book Two comprises five modules: Module 1: Exploring Computers This module introduces students to basic computing. The student begins to understand how a computer works; the nature of hardware and software; and how to manipulate information. Adventure One: Let's Explore The Computer Adventure Two: Let's Explore Software Adventure Three: Let's Explore The Desktop Adventure Four: Let’s Explore the Apple Macintosh Desktop Adventure Five: Let's Explore Audio Stories Adventure Six: Let's Explore How to Save and Store Information Module 2: The Keyboard This module encourages students to confidently explore and work with the computer, particularly the keyboard. It includes specific instruction about correct finger placement. Adventure One: Exploring The Keyboard Adventure Two: Let's Explore Proper Keyboarding Techniques Adventure Three: Exploring the Cell-Phone Touch Screen Module 3: Cell Phones and Tablet Computers This module introduces and explains to students what cell phones and tablet computers are and how they work. Adventure One: Cell Phones and Tablets Module 4: Observing Science This module introduces students to using a computer to learn about and to practice science and investigation. It comprises four units which focus on working with information on a computer. Adventure One: Observing Animals Adventure Two: Let's Classify Animal Families Adventure Three: Let's Explore Our Bodies Adventure Four: Let's Explore Visual Images Module 5: Presenting Stories This module focuses the students' attention and activities on the process of communication and how information can be organized and presented. Adventure One: Let's Enjoy Reading and Writing Adventure Two: Learning How to Control Things with Scratch Adventure Two: Learning How to Control Things with LOGO

About the Author


Dr. Geoff Potter Dr. Geoff Potter  » Click here to see author page

Dr. Geoff Potter is a teacher and professor of education and information technology. He holds several degrees including a PhD from the University of Sheffield in England.

He has broad international experience in designing and developing educational ICT systems and programs in Britain, the USA, Canada, Mexico, China, India, Australia and Southeast Asia.

As digital information systems have evolved globally Dr. Potter has developed their applications to learning and teaching, creating model schools, instructional systems, curricula and online programs.

Possessing an extensive global knowledge of information and computer-based technologies, Dr. Potter is one of the world’s foremost authorities on ICT teaching and instructional programs. His instructional models and systems are in use in universities and schools worldwide.

The focus of Dr. Potter’s research and educational practice is the education and training of young people to function competently in increasingly digital and information-base environments. He has worked extensively in technical and program design, distance education and the on-line delivery of courseware.

Efficiency in the use of computers and associated technologies is becoming essential for young peoples’ success in both education and the workplace. To address this global development, Dr. Potter has recently created a comprehensive series of books designed to educate young people in technological literacy. The ten e-books comprise a systematic educational program leading towards mastery of the competencies required by young people to enter university, college specialized training programs or the digital workplace.


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