"Hello Ruby is half picture book and half activity book rolled into one adorable package. It introduces programming without requiring a computer at all. The point of the book isn’t to teach you a programming language, but programming concepts." --GeekMom.com Meet Ruby—a small girl with a huge imagination, and the determination to solve any puzzle. As Ruby stomps around her world making new friends, including the Wise Snow Leopard, the Friendly Foxes, and the Messy Robots, kids will be introduced to the fundamentals of computational thinking, like how to break big problems into small ones, create step-by-step plans, look for patterns and think outside the box through storytelling. Then, these basic concepts at the core of coding and programming will be reinforced through fun playful exercises and activities that encourage exploration and creativity. In Ruby's world anything is possible if you put your mind to it.
The most trusted guide to the world of children's publishing! If you write or illustrate for young readers with the hope of getting published, Children's Writer's & Illustrator's Market 2017 is the trusted resource you need. Now in its 29th edition, CWIM is the definitive publishing guide for anyone who seeks to write or illustrate for kids and young adults. Inside you'll find more than 500 listings for children's books markets (publishers, literary agents, magazines, contests, and more), including a point of contact, how to properly submit your work, and what categories each market accepts. CWIM also features: Interviews with accomplished authors and illustrators, such as Victoria Aveyard (Red Queen), Rainbow Rowell (Eleanor & Park), Judy Schachner (the Skippyjon Jones series), and more. Valuable advice from debut authors and illustrators who explain their personal paths to success and publication. Informative articles on how to be your own agent, craft a great query letter, avoid picture book pitfalls, discover new online publishing opportunities, and much more. A one-year subscription to the children's publishing content on WritersMarket.com Includes exclusive access to the new webinar "Breaking Into Kidlit: Tips for Writing Picture Books, Middle-Grade, and Young Adult" by agent Susan Hawk of The Bent Agency.
This book provides a step-by-step guide to teaching computing at secondary level. It offers an entire framework for planning and delivering the curriculum and shows you how to create a supportive environment for students in which all can enjoy computing. The focus throughout is on giving students the opportunity to think, program, build and create with confidence and imagination, transforming them from users to creators of technology. In each chapter, detailed research and teaching theory is combined with resources to aid the practitioner, including case studies, planning templates and schemes of work that can be easily adapted. The book is split into three key parts: planning, delivery, and leadership and management, and covers topics such as: curriculum and assessment design lesson planning cognitive science behind learning computing pedagogy and instructional principles mastery learning in computing how to develop students’ computational thinking supporting students with special educational needs and disabilities encouraging more girls to study computing actions, habits and routines of effective computing teachers behaviour management and developing a strong classroom culture how to support and lead members of your team. Teaching Computing in Secondary Schools is essential reading for trainee and practising teachers, and will prove to be an invaluable resource in helping teaching professionals ensure that students acquire a wide range of computing skills which will support them in whatever career they choose.
You've created a STEAM program in your library, but how do you work literacy into the curriculum? With this collection of resource recommendations, direction for program development, and activities, you'll have students reading proficiently in no time. • Presents complementary annotated books and discussion questions to engage students in STEAM topics • Offers topical project and problem-solving activity ideas for students in the library makerspace • Provides research and additional resources for teachers and librarians to use in implementing successful STEAM programs