Computer Technology for Kids 6 Tm
Author:
Publisher: Rex Bookstore, Inc.
Published:
Total Pages: 100
ISBN-13: 9789712332517
DOWNLOAD EBOOK →Author:
Publisher: Rex Bookstore, Inc.
Published:
Total Pages: 100
ISBN-13: 9789712332517
DOWNLOAD EBOOK →Author:
Publisher: Rex Bookstore, Inc.
Published:
Total Pages: 84
ISBN-13: 9789712332500
DOWNLOAD EBOOK →Author:
Publisher: Rex Bookstore, Inc.
Published:
Total Pages: 92
ISBN-13: 9789712332494
DOWNLOAD EBOOK →Author:
Publisher: Rex Bookstore, Inc.
Published:
Total Pages: 68
ISBN-13: 9789712332470
DOWNLOAD EBOOK →Author:
Publisher: Rex Bookstore, Inc.
Published:
Total Pages: 84
ISBN-13: 9789712332463
DOWNLOAD EBOOK →Author:
Publisher: Rex Bookstore, Inc.
Published:
Total Pages: 92
ISBN-13: 9789712332487
DOWNLOAD EBOOK →Author: Chase Roberts
Publisher:
Published: 2021-10-20
Total Pages: 0
ISBN-13: 9781735208701
DOWNLOAD EBOOK →An introduction to computer engineering for babies. Learn basic logic gates with hands on examples of buttons and an output LED.
Author: Michael B. Eisenberg
Publisher: Linworth Publishing, Incorporated
Published: 2000
Total Pages: 220
ISBN-13:
DOWNLOAD EBOOK →Contains articles, tips and explanations, and advice from "The Big6 Newsletter," a publication dedicated to promoting a six-step approach to problem-solving and decision-making, including task definition, information seeking strategies, location and access, use of information, synthesis, and evaluation.
Author: Spencer J. Salend
Publisher: Corwin Press
Published: 2009-11-10
Total Pages: 353
ISBN-13: 1412966426
DOWNLOAD EBOOK →"A rare opportunity for the new generation of educators to learn alongside a well-known and experienced educator to integrate all learning styles into assessments. Principals should consider this for faculty book studies. The presented techniques will, no doubt, raise standardized test scores while teachers continue to present real curriculum."-Janette Bowen, Sixth-Grade TeacherJunction City Middle School, KSGive all students an equal chance to perform well on your classroom tests and assessments!In today's diverse classrooms, students of different socioeconomic, linguistic, and cultural backgrounds and ability levels share a common learning environment. To meet each student's unique strengths and needs, educators need flexible testing and assessment strategies that fulfill the requirements for standardized assessment and accountability in ways that don't put students at a disadvantage because of their differences.Classroom Testing and Assessment for ALL Students helps both general and special education teachers meet and move beyond the challenges of NCLB and IDEA by using teacher-made tests, appropriate testing accommodations, technology-based testing, and classroom-based assessments that support the teaching and learning process so all students have the opportunity to succeed. The book offers ways for teachers to better differentiate their testing and assessment strategies through: Classroom and school-based examples in each chapterBulleted information outlining hands-on, research-based strategies for teacher implementationForms, reproducibles, stories, vignettes, reflection questions, and checklists that guide educators in applying and tailoring the strategies to their classrooms and studentsTips on using technology to help all students perform better Teachers know their students best. This resource allows teachers to design tests and assessments to accommodate the various strengths and needs of all learners in their classroom.
Author: Nicola Whitton
Publisher: Routledge
Published: 2014-03-26
Total Pages: 232
ISBN-13: 113621643X
DOWNLOAD EBOOK →In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels, from early years through to lifelong learning, in formal and informal settings. The study of games and learning, however, takes a broader view of the relationship between games and learning, and has a diverse multi-disciplinary background. Digital Games and Learning: Research and Theory provides a clear and concise critical theoretical overview of the field of digital games and learning from a cross-disciplinary perspective. Taking into account research and theory from areas as varied as computer science, psychology, education, neuroscience, and game design, this book aims to synthesise work that is relevant to the study of games and learning. It focuses on four aspects of digital games: games as active learning environments, games as motivational tools, games as playgrounds, and games as learning technologies, and explores each of these areas in detail. This book is an essential guide for researchers, designers, teachers, practitioners, and policy makers who want to better understand the relationship between games and learning.