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TECHNOLOGY, COMPUTERS AND CODING KS 1/2 AGES 5 – 11 KIDS GET CODING


OUR DIGITAL PLANET


The simple text and clear photos make a complex topic easy for beginner readers to understand. From computer programmes and WiFi to hardware and hard drives, this series introduces children to the workings of computers and how to use them safely. Age 6 – 8.


The six books in this series cover key areas of the KS1 computing curriculum and contain practical on- and off-line activities that are easy to follow and fun to try alone or with friends. Guiding young coders through each title is Data Duck - a computer-programming mastermind here to help with hints and tips! Age 5 – 7.


6187. Algorithms & Bugs 6188. Learn to Program 6189. Our Digital World 6190. Staying Safe Online 6191. Develop Helpful Apps 6192. Games & Animation 6193. Coding in the Real World


• KS1 Computing • 24 pages hardback/paperback


£11.99/£7.99 each DRONES


Over the last 20 years drone development and use worldwide has expanded to encompass military, recreational, agricultural and experimental applications. This series explains how drones work, the laws governing them and why these robots continue to fascinate us. Age 8 – 11.


6198. Recreational Drones 6199. Agricultural Drones 6200. Experimental Drones 6201. Military Drones


• KS2-3 Design & Technology, Computing • 32 pages hardback


£12.99 each


6202. Applications & Programs 6203. Algorithms & Coding 6204. Computer Networks 6205. The Science of Computers


THE HISTORY OF TECHNOLOGY


The four books in this series tell young readers all about the history of computers, robots, telecommunications and robots using simple levelled text and engaging images. Age 6 – 8.


6206. Telecommunications 6207. Robots 6208. Computers 6209. Transport


• KS1-2 Design & Technology, Computing • 32 pages hardback


£12.99 each


• KS2 Computing • 32 pages paperback


£8.99 each A BEGINNER’S GUIDE TO CODING


Accessible, engaging and fun, this book offers an easy-to-follow guide to the basics of coding, using the free programming languages of Scratch and Python. The step-by-step projects enable children to create their own computer games. Age 7 – 11.


6210. A Beginner’s Guide to Coding


• KS2 Computing • 64 pages paperback £8.99


6194. Using Digital Technology 6195. How Computers Work 6196. How Coding Works 6197. Staying Safe Online


• KS1-2 Computing • 24 pages hardback


£11.99 each GET AHEAD IN COMPUTING


This series explores the world of information technology and provides an introduction to the applications that are crucial in today’s digital world. ‘Stretch Yourself’ features give practical activities to help readers explore and test key principles. These ‘try at home’ examples help reinforce learning and are not linked to specific software or operating systems. Age 7 – 10.


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