Author: Pankaj Kumar Verma
Publisher: STEMpedia
ISBN: 8196940246
Category : Computers
Languages : en
Pages : 100
Book Description
The Skillful Minds Class 8 textbook is part of an educational series for CBSE students. This computer book for Class 1 students aims to introduce them to AI, coding, and robotics education. Students will learn the fundamental concepts of computers, MS Office, algorithmic thinking, and other 21st Century Skills. The course content is tailored to be engaging and accessible for kids, with practical lab activities and interactive learning methods. The coding book for class 1 utilizes PictoBlox Jr. blocks to make learning coding fun and intuitive. The book aligns with modern CBSE educational standards and seeks to foster creativity, logical thinking, and a foundational understanding of emerging technologies from an early age. Table of Contents 1. Know Your Computer: Fundamentals of Computer, Computer Lab Rules, Lab activities focused on computer parts, typing, and mouse usage. 2. Fun with Paint: MS Paint, Lab activities for drawing objects and symbols using MS Paint 3. Algorithmic Thinking: Introduction to algorithms, Recognizing patterns and loops in computational thinking. 4. Into the World of Coding: Coding with PictoBlox Jr. blocks, coding terminologies and functions, Lab activities, including coding exercises and sprite manipulation. 5. Into the Robotics: Learn about robots and their capabilities, Introduction to Quarky and its functionalities, Lab activities for experiencing Quarky's features and programming. 6. Into the AI: Exploring the concept of intelligence in technology, Introduction to facial detection technology, Lab activity to create a project using AI features.
SKILLFUL MINDS CBSE AI, Coding and Robotics Class 8 Computer Textbook with Fundamentals of Computer | Practical Lab Activities | PictoBlox Jr. Blocks Based of Scratch | Covers Basics of Computer, MS Paint, Algorithmic Thinking
Author: Pankaj Kumar Verma
Publisher: STEMpedia
ISBN: 8196940246
Category : Computers
Languages : en
Pages : 100
Book Description
The Skillful Minds Class 8 textbook is part of an educational series for CBSE students. This computer book for Class 1 students aims to introduce them to AI, coding, and robotics education. Students will learn the fundamental concepts of computers, MS Office, algorithmic thinking, and other 21st Century Skills. The course content is tailored to be engaging and accessible for kids, with practical lab activities and interactive learning methods. The coding book for class 1 utilizes PictoBlox Jr. blocks to make learning coding fun and intuitive. The book aligns with modern CBSE educational standards and seeks to foster creativity, logical thinking, and a foundational understanding of emerging technologies from an early age. Table of Contents 1. Know Your Computer: Fundamentals of Computer, Computer Lab Rules, Lab activities focused on computer parts, typing, and mouse usage. 2. Fun with Paint: MS Paint, Lab activities for drawing objects and symbols using MS Paint 3. Algorithmic Thinking: Introduction to algorithms, Recognizing patterns and loops in computational thinking. 4. Into the World of Coding: Coding with PictoBlox Jr. blocks, coding terminologies and functions, Lab activities, including coding exercises and sprite manipulation. 5. Into the Robotics: Learn about robots and their capabilities, Introduction to Quarky and its functionalities, Lab activities for experiencing Quarky's features and programming. 6. Into the AI: Exploring the concept of intelligence in technology, Introduction to facial detection technology, Lab activity to create a project using AI features.
Publisher: STEMpedia
ISBN: 8196940246
Category : Computers
Languages : en
Pages : 100
Book Description
The Skillful Minds Class 8 textbook is part of an educational series for CBSE students. This computer book for Class 1 students aims to introduce them to AI, coding, and robotics education. Students will learn the fundamental concepts of computers, MS Office, algorithmic thinking, and other 21st Century Skills. The course content is tailored to be engaging and accessible for kids, with practical lab activities and interactive learning methods. The coding book for class 1 utilizes PictoBlox Jr. blocks to make learning coding fun and intuitive. The book aligns with modern CBSE educational standards and seeks to foster creativity, logical thinking, and a foundational understanding of emerging technologies from an early age. Table of Contents 1. Know Your Computer: Fundamentals of Computer, Computer Lab Rules, Lab activities focused on computer parts, typing, and mouse usage. 2. Fun with Paint: MS Paint, Lab activities for drawing objects and symbols using MS Paint 3. Algorithmic Thinking: Introduction to algorithms, Recognizing patterns and loops in computational thinking. 4. Into the World of Coding: Coding with PictoBlox Jr. blocks, coding terminologies and functions, Lab activities, including coding exercises and sprite manipulation. 5. Into the Robotics: Learn about robots and their capabilities, Introduction to Quarky and its functionalities, Lab activities for experiencing Quarky's features and programming. 6. Into the AI: Exploring the concept of intelligence in technology, Introduction to facial detection technology, Lab activity to create a project using AI features.
SKILLFUL MINDS CBSE AI, Coding and Robotics Class 7 Computer Textbook with Fundamentals of Computer | Practical Lab Activities | PictoBlox Jr. Blocks Based of Scratch | Covers Basics of Computer, MS Paint, algorithmic thinking
Author: Pankaj Kumar Verma
Publisher: STEMpedia
ISBN: 8196940262
Category : Computers
Languages : en
Pages : 103
Book Description
The Skillful Minds Class 7 textbook is part of an educational series for CBSE students. This computer book for Class 1 students aims to introduce them to AI, coding, and robotics education. Students will learn the fundamental concepts of computers, MS Office, algorithmic thinking, and other 21st Century Skills. The course content is tailored to be engaging and accessible for kids, with practical lab activities and interactive learning methods. The coding book for class 7 utilizes PictoBlox to make learning coding fun and intuitive. The book aligns with modern CBSE educational standards and seeks to foster creativity, logical thinking, and a foundational understanding of emerging technologies from an early age.
Publisher: STEMpedia
ISBN: 8196940262
Category : Computers
Languages : en
Pages : 103
Book Description
The Skillful Minds Class 7 textbook is part of an educational series for CBSE students. This computer book for Class 1 students aims to introduce them to AI, coding, and robotics education. Students will learn the fundamental concepts of computers, MS Office, algorithmic thinking, and other 21st Century Skills. The course content is tailored to be engaging and accessible for kids, with practical lab activities and interactive learning methods. The coding book for class 7 utilizes PictoBlox to make learning coding fun and intuitive. The book aligns with modern CBSE educational standards and seeks to foster creativity, logical thinking, and a foundational understanding of emerging technologies from an early age.
SKILLFUL MINDS CBSE AI, Coding, Robotics Class 5 Computer Book with ICT Fundamentals | Lab Activities | Block Coding | PictoBlox AI | Quarky | WordPad| MS PowerPoint | Calculator | 21st Century Skills
Author: Pankaj Kumar Verma
Publisher: STEMpedia
ISBN: 8196940289
Category : Computers
Languages : en
Pages : 89
Book Description
Advanced Computing Concepts: Students gain computer knowledge by exploring the CPU, Windows 10 OS, and essential computing tools. Prepares them for advanced digital literacy and makes them industry 4.0 ready. Progressive Coding Skills: Our curriculum enhances block coding proficiency using PictoBlox. The computer book for class 5 focuses on algorithms, flowcharts, and coding basics. This approach fosters advanced algorithmic thinking and practical coding abilities. MS Word Expertise: The CBSE class 5 computer book equips students with advanced MS Word skills, including table creation, text management, and document formatting. This component builds upon their word-processing capabilities. Master PowerPoint Presentations: Our CBSE textbook for class 5 introduces the art of creating effective presentations using MS PowerPoint. Students learn theme selection, slide editing, and presentation techniques essential for digital storytelling. Learn the Fundamentals of Robotics and AI: The coding book for class 5 broadens understanding of robotics and AI, including applications in diverse sectors. Our CBSE syllabus focuses on the Quarky robot and PictoBlox AI's impact on road safety and weather monitoring. Table of Contents Know Your Computer: Introduction to Operating Systems, learn about CPU and CPU clock rate formula, computer evolutions, and basic programs in Windows 10, use snipping tool and character map, and lab activities with calculator and WordPad in Windows. Coding and Algorithmic Thinking: Understand what an algorithm is, explore flowcharts and symbols for algorithmic thinking, learn about decomposition, block coding for class 5, use costume editor and block palettes in PictoBlox, and lab activities including games and QR code book scanner in PictoBlox. Explore More in MS Word: Learn to use tables and tools in MS Word, correct spelling and grammar, utilize find and replace text, add header and footer, use drop cap, and lab activities on creating and managing tables and formatting documents. Introduction to PowerPoint: Learn the basics of PowerPoint and its interface, choose themes and add and edit slides, insert pictures and text, save and present slides, and do lab activity on making a PowerPoint presentation. Fun with Robotics: Introduction to Robotics and Quarky, understand how a robot moves, learn about Quarky gripper robot, use servo motor control with Quarky, understand IR sensors, and hands-on lab activities on wirelessly controlling Quarky robot and coding the robot pet game. The World of AI: Understand artificial intelligence and speech recognition, text-to-speech with PictoBlox, explore road signs in India and recognition card for PictoBlox, learn about self-driving cars, work on smart lab activities on smart lamp with speech recognition and detecting signs & landmarks with PictoBlox. Exploring the Internet: Understand the internet and comprehend web terminologies, introduction to email, and lab activity on writing an email to a friend.
Publisher: STEMpedia
ISBN: 8196940289
Category : Computers
Languages : en
Pages : 89
Book Description
Advanced Computing Concepts: Students gain computer knowledge by exploring the CPU, Windows 10 OS, and essential computing tools. Prepares them for advanced digital literacy and makes them industry 4.0 ready. Progressive Coding Skills: Our curriculum enhances block coding proficiency using PictoBlox. The computer book for class 5 focuses on algorithms, flowcharts, and coding basics. This approach fosters advanced algorithmic thinking and practical coding abilities. MS Word Expertise: The CBSE class 5 computer book equips students with advanced MS Word skills, including table creation, text management, and document formatting. This component builds upon their word-processing capabilities. Master PowerPoint Presentations: Our CBSE textbook for class 5 introduces the art of creating effective presentations using MS PowerPoint. Students learn theme selection, slide editing, and presentation techniques essential for digital storytelling. Learn the Fundamentals of Robotics and AI: The coding book for class 5 broadens understanding of robotics and AI, including applications in diverse sectors. Our CBSE syllabus focuses on the Quarky robot and PictoBlox AI's impact on road safety and weather monitoring. Table of Contents Know Your Computer: Introduction to Operating Systems, learn about CPU and CPU clock rate formula, computer evolutions, and basic programs in Windows 10, use snipping tool and character map, and lab activities with calculator and WordPad in Windows. Coding and Algorithmic Thinking: Understand what an algorithm is, explore flowcharts and symbols for algorithmic thinking, learn about decomposition, block coding for class 5, use costume editor and block palettes in PictoBlox, and lab activities including games and QR code book scanner in PictoBlox. Explore More in MS Word: Learn to use tables and tools in MS Word, correct spelling and grammar, utilize find and replace text, add header and footer, use drop cap, and lab activities on creating and managing tables and formatting documents. Introduction to PowerPoint: Learn the basics of PowerPoint and its interface, choose themes and add and edit slides, insert pictures and text, save and present slides, and do lab activity on making a PowerPoint presentation. Fun with Robotics: Introduction to Robotics and Quarky, understand how a robot moves, learn about Quarky gripper robot, use servo motor control with Quarky, understand IR sensors, and hands-on lab activities on wirelessly controlling Quarky robot and coding the robot pet game. The World of AI: Understand artificial intelligence and speech recognition, text-to-speech with PictoBlox, explore road signs in India and recognition card for PictoBlox, learn about self-driving cars, work on smart lab activities on smart lamp with speech recognition and detecting signs & landmarks with PictoBlox. Exploring the Internet: Understand the internet and comprehend web terminologies, introduction to email, and lab activity on writing an email to a friend.
SKILLFUL MINDS CBSE AI, Coding, Robotics Class 4 Computer Book with ICT Fundamentals | Lab Activities | Block Coding | PictoBlox AI | Quarky | MS Word| MS Excel | 21st Century Skills
Author: Pankaj Kumar Verma
Publisher: STEMpedia
ISBN: 8196940203
Category : Computers
Languages : en
Pages : 83
Book Description
Advanced Computer Skills: Students learn about computer evolution, classifications, and memory aspects. They also explore basic operations using Windows 10. Graphic Design Skills: The class 4 computer book teaches mastery of graphic tools and techniques in MS Paint and Tux Paint, focusing on image editing and creative design. Basics of Coding and Algorithm: Our class 4 CBSE coding book introduces algorithms, programming in PictoBlox, decision-making loops, variables, and debugging. This lays a foundation for advanced coding skills. MS Office Proficiency: Students become familiar with MS Word, learning text formatting and creative tools like Thesaurus and WordArt. They also learn chart creation and data sorting in MS Excel from our CBSE computer book for class 4. Robotics and AI Education: The CBSE curriculum for class 4 covers robots' functionalities, focusing on the Quarky robot. It also delves into human body detection techniques using the PictoBlox AI features. Table of Contents Know Your Computer: Learn about the history of computers, their classification by size, work with Windows 10, and lab activities on using Windows GUI and file folder management. Fun with Paint: Edit shapes and import images in MS Paint and lab activities in TUX Paint and MS Paint. Basics of Coding and Algorithm: Introduction to PictoBlox, understanding algorithms, programming, sensing, motion, and loops in coding, and developing decision-making skills with lab activities on animation, working with conditions, and loops. Introduction to MS Word: Get familiar with MS Word's interface, learn text formatting, and use a thesaurus and word art with lab activity on practicing Word with Word Monkeys. Introduction to MS Excel: Get used to the interface and formulas in Excel. Sketch with PictoBlox AI: Introduction to PictoBlox, explore PictoBlox 's extensions and blocks, and lab activities on creating sketches and patterns in PictoBlox AI. Fun with Robotics: Understand Quarky, its features, and lab activities on digital dice, fun with music, and LED patterns with Quarky. Fun with AI: Explore artificial intelligence and learn about human face and body detection with AI. Into the Game Design: Introduction to game design, understanding variables and their types, and lab activities on creating games in PictoBlox.
Publisher: STEMpedia
ISBN: 8196940203
Category : Computers
Languages : en
Pages : 83
Book Description
Advanced Computer Skills: Students learn about computer evolution, classifications, and memory aspects. They also explore basic operations using Windows 10. Graphic Design Skills: The class 4 computer book teaches mastery of graphic tools and techniques in MS Paint and Tux Paint, focusing on image editing and creative design. Basics of Coding and Algorithm: Our class 4 CBSE coding book introduces algorithms, programming in PictoBlox, decision-making loops, variables, and debugging. This lays a foundation for advanced coding skills. MS Office Proficiency: Students become familiar with MS Word, learning text formatting and creative tools like Thesaurus and WordArt. They also learn chart creation and data sorting in MS Excel from our CBSE computer book for class 4. Robotics and AI Education: The CBSE curriculum for class 4 covers robots' functionalities, focusing on the Quarky robot. It also delves into human body detection techniques using the PictoBlox AI features. Table of Contents Know Your Computer: Learn about the history of computers, their classification by size, work with Windows 10, and lab activities on using Windows GUI and file folder management. Fun with Paint: Edit shapes and import images in MS Paint and lab activities in TUX Paint and MS Paint. Basics of Coding and Algorithm: Introduction to PictoBlox, understanding algorithms, programming, sensing, motion, and loops in coding, and developing decision-making skills with lab activities on animation, working with conditions, and loops. Introduction to MS Word: Get familiar with MS Word's interface, learn text formatting, and use a thesaurus and word art with lab activity on practicing Word with Word Monkeys. Introduction to MS Excel: Get used to the interface and formulas in Excel. Sketch with PictoBlox AI: Introduction to PictoBlox, explore PictoBlox 's extensions and blocks, and lab activities on creating sketches and patterns in PictoBlox AI. Fun with Robotics: Understand Quarky, its features, and lab activities on digital dice, fun with music, and LED patterns with Quarky. Fun with AI: Explore artificial intelligence and learn about human face and body detection with AI. Into the Game Design: Introduction to game design, understanding variables and their types, and lab activities on creating games in PictoBlox.
Trackpad Ver. 1.0 Class 4
Author: Nidhi Arora
Publisher: Orange Education Pvt Ltd
ISBN: 9391246680
Category : Computers
Languages : en
Pages : 189
Book Description
Computer Science Textbook Designed for Joyful Learning KEY FEATURES ? National Education Policy 2020 ? Find on Google: This section asks a quick question from the present world. ? Pure Fact: This presents a 100% pure fact with a numerical data. ? Video Based Question: This is an interactive question to be attempted after watching a small video accessible on the QR Code. ? Coding Zone: This presents a quick insight into coding concepts. DESCRIPTION Trackpad, a computer book series for grades I to VIII, is designed to build a strong foundation for students about to enter the fascinating world of computer technology. With Trackpad, the process of discovery is bound to be equally enjoyable and educational, as the series is written in a friendly and engaging style, which will spark the interest of students of all skill sets. Based on Windows 7 and Microsoft Office 2010, this series has all that is required to ensure that the students understand and retain what they have read. The books ensure up-to-date coverage of contemporary computer concepts and most widely used software packages. Though comprehensive in scope, each topic presents practical, day-to-day applications of computers in a friendly manner. The series begins to explore the subject of Artificial Intelligence from grade III itself and each grade has four Periodic Assessments & two Test Sheets for evaluation of students' learning. Grade I and II books have four-line writing space each to inculcate the love for writing and enhance writing skills in children. WHAT WILL YOU LEARN You will learn about: ? Fundamentals of computers ? ICT Tools ? Computational Thinking ? Coding and Artificial Intelligence ? PowerPoint ? Word ? Scratch ? Internet ? Robots ? Computer Memory WHO THIS BOOK IS FOR Grade-4 TABLE OF CONTENTS 1. Computer Memory 2. The Computer Timeline 3. Managing Files and Folders 4. Images and Objects in Word 2010 5. Creating Tables in Word 2010 6. Introduction to PowerPoint 2010 7. More on PowerPoint 2010 8. Blocks in Scratch 9. Drawing Shapes in Scratch 10. More on the Internet 11. Categories of Robots 12. Techipedia 13. Project 14. OGO Cyber Sample Questions
Publisher: Orange Education Pvt Ltd
ISBN: 9391246680
Category : Computers
Languages : en
Pages : 189
Book Description
Computer Science Textbook Designed for Joyful Learning KEY FEATURES ? National Education Policy 2020 ? Find on Google: This section asks a quick question from the present world. ? Pure Fact: This presents a 100% pure fact with a numerical data. ? Video Based Question: This is an interactive question to be attempted after watching a small video accessible on the QR Code. ? Coding Zone: This presents a quick insight into coding concepts. DESCRIPTION Trackpad, a computer book series for grades I to VIII, is designed to build a strong foundation for students about to enter the fascinating world of computer technology. With Trackpad, the process of discovery is bound to be equally enjoyable and educational, as the series is written in a friendly and engaging style, which will spark the interest of students of all skill sets. Based on Windows 7 and Microsoft Office 2010, this series has all that is required to ensure that the students understand and retain what they have read. The books ensure up-to-date coverage of contemporary computer concepts and most widely used software packages. Though comprehensive in scope, each topic presents practical, day-to-day applications of computers in a friendly manner. The series begins to explore the subject of Artificial Intelligence from grade III itself and each grade has four Periodic Assessments & two Test Sheets for evaluation of students' learning. Grade I and II books have four-line writing space each to inculcate the love for writing and enhance writing skills in children. WHAT WILL YOU LEARN You will learn about: ? Fundamentals of computers ? ICT Tools ? Computational Thinking ? Coding and Artificial Intelligence ? PowerPoint ? Word ? Scratch ? Internet ? Robots ? Computer Memory WHO THIS BOOK IS FOR Grade-4 TABLE OF CONTENTS 1. Computer Memory 2. The Computer Timeline 3. Managing Files and Folders 4. Images and Objects in Word 2010 5. Creating Tables in Word 2010 6. Introduction to PowerPoint 2010 7. More on PowerPoint 2010 8. Blocks in Scratch 9. Drawing Shapes in Scratch 10. More on the Internet 11. Categories of Robots 12. Techipedia 13. Project 14. OGO Cyber Sample Questions
Trackpad Ver. 1.0 Class 3
Author: Nidhi Arora
Publisher: Orange Education Pvt Ltd
ISBN: 9391246672
Category : Computers
Languages : en
Pages : 188
Book Description
Computer Science Textbook Designed for Joyful Learning KEY FEATURES ? National Education Policy 2020 ? Find on Google: This section asks a quick question from the present world. ? Pure Fact: This presents a 100% pure fact with a numerical data. ? Video Based Question: This is an interactive question to be attempted after watching a small video accessible on the QR Code. ? Coding Zone: This presents a quick insight into coding concepts. DESCRIPTION Trackpad, a computer book series for grades I to VIII, is designed to build a strong foundation for students about to enter the fascinating world of computer technology. With Trackpad, the process of discovery is bound to be equally enjoyable and educational, as the series is written in a friendly and engaging style, which will spark the interest of students of all skill sets. Based on Windows 7 and Microsoft Office 2010, this series has all that is required to ensure that the students understand and retain what they have read. The books ensure up-to-date coverage of contemporary computer concepts and most widely used software packages. Though comprehensive in scope, each topic presents practical, day-to-day applications of computer in a friendly manner. The series begin to explore the subject of Artificial Intelligence from grade III itself and each grade has four Periodic Assessments & two Test Sheets for evaluation of students' learning. Grade I and II books have four-line writing space each to inculcate the love for writing and enhance writing skills in children. WHAT WILL YOU LEARN You will learn about: ? Fundamentals of computers ? ICT Tools ? Computational Thinking ? Coding and Artificial Intelligence ? Scratch ? Robotics ? MS Word ? Hardware and Software ? Stepwise Thinking WHO THIS BOOK IS FOR Grade-3 TABLE OF CONTENTS 1. Hardware and Software 2. Windows 7An Introduction 3. Word 2010An Introduction 4. Editing Text in Word 2010 5. More on Paint 6. Stepwise Thinking 7. Introduction to Scratch Programming 8. InternetAn Introduction 9. Introduction to Robotics 10. Techipedia 11. Project 12. OGO Cyber Sample Questions
Publisher: Orange Education Pvt Ltd
ISBN: 9391246672
Category : Computers
Languages : en
Pages : 188
Book Description
Computer Science Textbook Designed for Joyful Learning KEY FEATURES ? National Education Policy 2020 ? Find on Google: This section asks a quick question from the present world. ? Pure Fact: This presents a 100% pure fact with a numerical data. ? Video Based Question: This is an interactive question to be attempted after watching a small video accessible on the QR Code. ? Coding Zone: This presents a quick insight into coding concepts. DESCRIPTION Trackpad, a computer book series for grades I to VIII, is designed to build a strong foundation for students about to enter the fascinating world of computer technology. With Trackpad, the process of discovery is bound to be equally enjoyable and educational, as the series is written in a friendly and engaging style, which will spark the interest of students of all skill sets. Based on Windows 7 and Microsoft Office 2010, this series has all that is required to ensure that the students understand and retain what they have read. The books ensure up-to-date coverage of contemporary computer concepts and most widely used software packages. Though comprehensive in scope, each topic presents practical, day-to-day applications of computer in a friendly manner. The series begin to explore the subject of Artificial Intelligence from grade III itself and each grade has four Periodic Assessments & two Test Sheets for evaluation of students' learning. Grade I and II books have four-line writing space each to inculcate the love for writing and enhance writing skills in children. WHAT WILL YOU LEARN You will learn about: ? Fundamentals of computers ? ICT Tools ? Computational Thinking ? Coding and Artificial Intelligence ? Scratch ? Robotics ? MS Word ? Hardware and Software ? Stepwise Thinking WHO THIS BOOK IS FOR Grade-3 TABLE OF CONTENTS 1. Hardware and Software 2. Windows 7An Introduction 3. Word 2010An Introduction 4. Editing Text in Word 2010 5. More on Paint 6. Stepwise Thinking 7. Introduction to Scratch Programming 8. InternetAn Introduction 9. Introduction to Robotics 10. Techipedia 11. Project 12. OGO Cyber Sample Questions
Computer Science Success for Class 8
Author: Rashi Bansal
Publisher: Goyal Brothers Prakashan
ISBN: 9387644804
Category : Juvenile Nonfiction
Languages : en
Pages : 152
Book Description
The Computer Science Success series is based on Windows 10 and Office 2016. This series is specially designed for providing a vast theoretical and practical knowledge of computers to the students. It is the most comprehensive series in which activity and tool-based approach is incorporated. Each chapter in the book begins with an engaging introduction followed by an activity-based approach to learning, which is supported by an ample number of diagrams, pictures, and relevant screenshots. The exercises in each chapter have sufficient practical and activity-based questions. Lots of interesting software like Office 2016 (like Word, Excel, PowerPoint, and Access), Adobe Photoshop CS6, Adobe Flash Professional CS6, QBASIC, Scratch, and HTML have been taught in these books. A lot about the Internet, some knowledge about Cloud Computing, C++ and Python are also covered. Core features of the Computer Science Success series (for Classes 6 to 8) are: • Learning Objectives: Describes the goals required to be achieved by the end of the chapter. • Chapter Contents: Concepts are explained to strengthen the knowledge base of the students. • Know More: Gives extra and useful information on the topic being covered. • Fact: Includes historical facts about the topic being covered. • Top Tips: Gives a shortcut method of the topic being covered. • Activity: Encourages the students to explore some real-life use of the topic being covered. • Summary: Gives a brief summary of the topics being taught in the chapter. • Exercises: Includes a variety of questions to evaluate the theoretical knowledge of the students. • Activity Zone: Includes the following activities: •!• Puzzle: Includes crosswords or mazes to focus on some important terms included in the chapter. •!• Lab Session: Gives instructions to the students to perform various tasks in the lab. •!• Group Discussion: Encourages the students to have discussions on various topics. •!• Project Work: Assigns various tasks to the students to apply the concepts already learned. Goyal Brothers Prakashan
Publisher: Goyal Brothers Prakashan
ISBN: 9387644804
Category : Juvenile Nonfiction
Languages : en
Pages : 152
Book Description
The Computer Science Success series is based on Windows 10 and Office 2016. This series is specially designed for providing a vast theoretical and practical knowledge of computers to the students. It is the most comprehensive series in which activity and tool-based approach is incorporated. Each chapter in the book begins with an engaging introduction followed by an activity-based approach to learning, which is supported by an ample number of diagrams, pictures, and relevant screenshots. The exercises in each chapter have sufficient practical and activity-based questions. Lots of interesting software like Office 2016 (like Word, Excel, PowerPoint, and Access), Adobe Photoshop CS6, Adobe Flash Professional CS6, QBASIC, Scratch, and HTML have been taught in these books. A lot about the Internet, some knowledge about Cloud Computing, C++ and Python are also covered. Core features of the Computer Science Success series (for Classes 6 to 8) are: • Learning Objectives: Describes the goals required to be achieved by the end of the chapter. • Chapter Contents: Concepts are explained to strengthen the knowledge base of the students. • Know More: Gives extra and useful information on the topic being covered. • Fact: Includes historical facts about the topic being covered. • Top Tips: Gives a shortcut method of the topic being covered. • Activity: Encourages the students to explore some real-life use of the topic being covered. • Summary: Gives a brief summary of the topics being taught in the chapter. • Exercises: Includes a variety of questions to evaluate the theoretical knowledge of the students. • Activity Zone: Includes the following activities: •!• Puzzle: Includes crosswords or mazes to focus on some important terms included in the chapter. •!• Lab Session: Gives instructions to the students to perform various tasks in the lab. •!• Group Discussion: Encourages the students to have discussions on various topics. •!• Project Work: Assigns various tasks to the students to apply the concepts already learned. Goyal Brothers Prakashan
Robotics for Kids
Author:
Publisher:
ISBN: 9788269166408
Category :
Languages : en
Pages : 174
Book Description
Writing code is an art just like drawing, painting or writing a poem. Using the right tools and creative thinking you can create marvels. The primary goal of this book is to provide such tools to the children. It is like putting the seeds of creative thinking into the minds of children. The book will guide you, step by step, through writing some simple programs. Computer programming is an important skill for future generations, and this is the first and most crucial step into the world of robotics and automation. In this book, we will use Scratch as a programming language. This the first step in learning computer programming. Scratch is a block-based visual educational programming language primarily made for children to learn to program creatively. Scratch is designed primarily for ages 8 to 16, but children of age six can also use it with little help from their parents. This book is divided into two parts, for beginners and advanced users. These two parts give an excellent understanding, logic and solid foundation for the concepts we will be using in robotics and automation. Very complex programs can be made by merely joining code blocks in Scratch. These code blocks fit together like Lego. There are no boundaries to what you can create by using Scratch. We will try to make some animations and create simple games in this book using Scratch 3.0. The book will explain everything in a way which is easy to understand for a child. Children can take help from parents in the beginning if they find some part of the book is difficult to understand. All the programs in this book are tested on the latest versions available while releasing this book.
Publisher:
ISBN: 9788269166408
Category :
Languages : en
Pages : 174
Book Description
Writing code is an art just like drawing, painting or writing a poem. Using the right tools and creative thinking you can create marvels. The primary goal of this book is to provide such tools to the children. It is like putting the seeds of creative thinking into the minds of children. The book will guide you, step by step, through writing some simple programs. Computer programming is an important skill for future generations, and this is the first and most crucial step into the world of robotics and automation. In this book, we will use Scratch as a programming language. This the first step in learning computer programming. Scratch is a block-based visual educational programming language primarily made for children to learn to program creatively. Scratch is designed primarily for ages 8 to 16, but children of age six can also use it with little help from their parents. This book is divided into two parts, for beginners and advanced users. These two parts give an excellent understanding, logic and solid foundation for the concepts we will be using in robotics and automation. Very complex programs can be made by merely joining code blocks in Scratch. These code blocks fit together like Lego. There are no boundaries to what you can create by using Scratch. We will try to make some animations and create simple games in this book using Scratch 3.0. The book will explain everything in a way which is easy to understand for a child. Children can take help from parents in the beginning if they find some part of the book is difficult to understand. All the programs in this book are tested on the latest versions available while releasing this book.