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ScratchJr is a free, introductory computer programming language that runs on iPads and Android tablets. Inspired by Scratch, the wildly popular programming language used by millions of children worldwide, ScratchJr helps even younger kids create their own playful animations, interactive stories, and dynamic games. The Official ScratchJr Book is the perfect companion to this free app and makes coding easy and fun for all. Kids learn to program by connecting blocks of code to make characters move, jump, dance, and sing. Each chapter includes several activities that build on one another, culminating in a fun final project. These hands-on activities help kids develop computational-thinking, problem-solving, and design skills. In each activity, you’ll find: *Step-by-step, easy-to-follow directions *Ways to connect the activity with literacy and math concepts *Tips for grown-ups and teachers *Creative challenges to take the learning further By the end of the book, kids will be ready for all sorts of new programming adventures!
"This book explores the methods and applications of mobile learning techniques and strategies within diversified teaching settings"--
Computational technologies have been impacting human life for years. Teaching methods must adapt accordingly to provide the next generation with the necessary knowledge to further advance these human-assistive technologies. Teaching Computational Thinking in Primary Education is a crucial resource that examines the impact that instructing with a computational focus can have on future learners. Highlighting relevant topics that include multifaceted skillsets, coding, programming methods, and digital games, this scholarly publication is ideal for educators, academicians, students, and researchers who are interested in discovering how the future of education is being shaped.
Exploring Key Issues in Early Childhood and Technology offers early childhood allies, both in the classroom and out, a cutting-edge overview of the most important topics related to technology and media use in the early years. In this powerful resource, international experts share their wealth of experience and unpack complex issues into a collection of accessibly written essays. This text is specifically geared towards practitioners looking for actionable information on screen time, cybersafety, makerspaces, coding, computational thinking, STEM, AI and other core issues related to technology and young children in educational settings. Influential thought leaders draw on their own experiences and perspectives, addressing the big ideas, opportunities and challenges around the use of technology and digital media in early childhood. Each chapter provides applications and inspiration, concluding with essential lessons learned, actionable next steps and a helpful list of recommended further reading and resources. This book is a must-read for anyone looking to explore what we know – and what we still need to know – about the intersection between young children, technology and media in the digital age.
Offers collectors detailed guidelines on how to grade the conditions of comic books, explaining a new ten-point grading system and offering close-up photographs of comic books of every grade and condition.

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