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    Top ebooks in education

    Rich tasks, collaborative work, number talks, problem-based learning, direct instruction…with so many possible approaches, how do we know which ones work the best? In Visible Learning for Mathematics, six acclaimed educators assert it’s not about which one—it’s about when—and show you how to design high-impact instruction so all students demonstrate more than a year’s worth of mathematics learning for a year spent in school.

    That’s a high bar, but with the amazing K-12 framework here, you choose the right approach at the right time, depending upon where learners are within three phases of learning: surface, deep, and transfer. This results in “visible” learning because the
    effect is tangible. The framework is forged out of current research in mathematics combined with John Hattie’s synthesis of more than 15 years of education research involving 300 million students.

    Chapter by chapter, and equipped with video clips, planning tools, rubrics, and templates, you get the inside track on which instructional strategies to use at each phase of the learning cycle:

    Surface learning phase: When—through carefully constructed experiences—students explore new concepts and make connections to procedural skills and vocabulary that give shape to developing conceptual understandings.

    Deep learning phase: When—through the solving of rich high-cognitive tasks and rigorous discussion—students make connections among conceptual ideas, form mathematical generalizations, and apply and practice procedural skills with fluency.

    Transfer phase: When students can independently think through more complex mathematics, and can plan, investigate, and elaborate as they apply what they know to new mathematical situations.

    To equip students for higher-level mathematics learning, we have to be clear about where students are, where they need to go, and what it looks like when they get there. Visible Learning for Math brings about powerful, precision teaching for K-12 through intentionally designed guided, collaborative, and independent learning.
    Python for beginners - you'll learn how to build amazing graphics, fun games, and useful apps using Python, an easy yet powerful free programming language available for download.

    A perfect introduction to Python coding for kids ages 10 and over who are ready to take the next step after Scratch - all they need is a desktop or laptop, and an internet connection to download Python 3.

    Using fun graphics and easy-to-follow instructions, this straightforward, visual guide shows young learners how to build their own computer projects using Python. Step-by-step instructions teach essential coding basics like loops and conditionals, and outline 14 fun and exciting projects. Included is a script that cracks secret codes, a quiz to challenge family and friends, a matching game, and more.

    When they feel more confident, kids can think creatively and use the tips and tricks provided to personalize and adapt each project. The simple, logical steps in Coding Projects in Python are fully illustrated with fun pixel art and build on the basics of coding. Kids will eventually have the skills to build whatever kind of project they can dream up - the only limit is your imagination!

    Create, Remix and Customize!

    Create crazy games, crack fiendish codes, and compose crafty quizzes with this amazing collection of Python projects. Suitable for beginners and experts alike, Coding Projects in Python has everything enthusiastic coders need.

    Follow the simple steps to learn how to write code in this popular programming language and improve your programming skills, while you learn to create, remix, and customize your own projects.

    The material in this educational book is example based and the colors and humor keep children engaged while they learn to code. If your child is ready for the next step after mastering Scratch, this is the book to get!

    Inside this guide, you will learn about:

    - Starting with Python and first steps
    - Creating cool graphics and playful apps
    - Getting acquainted with games in Python

    Supporting STEM education initiatives, computer coding teaches kids how to think creatively, work collaboratively, and reason systematically, and is quickly becoming a necessary and sought-after skill. DK's computer coding books for kids are full of fun exercises with step-by-step guidance, making them the perfect introductory tools for building vital skills in computer programming. Coding Projects in Python is the third in an awesome coding book series for kids. Add Coding Projects in Scratch and Coding Games in Scratch to your collection.

    * "A must-read." -- Kirkus Review, starred review

    "LeZotte's novel is more than just a page-turner. Well researched and spare... sensitive... relevant... Middle-grade readers of every age will find a girl to root for who is asking all the right questions." -- Newbery Medalist, Meg Medina for the New York Times

    "A triumph." -- Brian Selznick, creator of Wonderstruck and the Caldecott Honor Book, The Invention of Hugo Cabret

    Mary Lambert has always felt safe and protected on her beloved island of Martha's Vineyard. Her great-great-grandfather was an early English settler and the first deaf islander. Now, over a hundred years later, many people there -- including Mary -- are deaf, and nearly everyone can communicate in sign language. Mary has never felt isolated. She is proud of her lineage.

    But recent events have delivered winds of change. Mary's brother died, leaving her family shattered. Tensions over land disputes are mounting between English settlers and the Wampanoag people. And a cunning young scientist has arrived, hoping to discover the origin of the island's prevalent deafness. His maniacal drive to find answers soon renders Mary a "live specimen" in a cruel experiment. Her struggle to save herself is at the core of this penetrating and poignant novel that probes our perceptions of ability and disability. It will make you forever question your own ideas about what is normal.

    * "Mary's dramatic adventure will enthrall readers, but her internal journey...is equally important, and profound." -- The Horn Book, starred review

    * "Expertly crafted...exceptionally written." -- School Library Journal, starred review

    * "Engrossing." -- Publishers Weekly, starred review

    "This book blew me away." -- Alex Gino, Stonewall Award-winning author of George

    "Spend time in Mary's world. You'll be better for it." -- Erin Entrada Kelly, author of the Newbery Award Winner, Hello, Universe
    A great American sport and Native American history come together in this true story for middle grade readers about how Jim Thorpe and Pop Warner created the legendary Carlisle Indians football team, from New York Times bestselling author and Newbery Award recipient Steve Sheinkin.

    “Sheinkin has made a career of finding extraordinary stories in American history.” —The New York Times Book Review

    A Boston Globe-Horn Book Nonfiction Honor Book
    A New York Times Notable Children's Book
    A Washington Post Best Book

    Undefeated: Jim Thorpe and the Carlisle Indian School Football Team is an astonishing underdog sports story—and more. It’s an unflinching look at the U.S. government’s violent persecution of Native Americans and the school that was designed to erase Indian cultures. Expertly told by three-time National Book Award finalist Steve Sheinkin, it’s the story of a group of young men who came together at that school, the overwhelming obstacles they faced both on and off the field, and their absolute refusal to accept defeat.

    Jim Thorpe: Super athlete, Olympic gold medalist, Native American
    Pop Warner: Indomitable coach, football mastermind, Ivy League grad

    Before these men became legends, they met in 1907 at the Carlisle Indian Industrial School in Pennsylvania, where they forged one of the winningest teams in American football history. Called "the team that invented football," they took on the best opponents of their day, defeating much more privileged schools such as Harvard and the Army in a series of breathtakingly close calls, genius plays, and bone-crushing hard work.

    This thoroughly-researched and documented book can be worked into multiple aspects of the common core curriculum.

    “Along with Thorpe's fascinating personal story, Sheinkin offers a thought-provoking narrative about the evolution of football and the development of boarding schools such as the Carlisle Indian School.” —The Washington Post

    Also by Steve Sheinkin:

    Bomb: The Race to Build—and Steal—the World's Most Dangerous Weapon
    The Notorious Benedict Arnold: A True Story of Adventure, Heroism & Treachery
    Most Dangerous: Daniel Ellsberg and the Secret History of the Vietnam War
    The Port Chicago 50: Disaster, Mutiny, and the Fight for Civil Rights
    Which Way to the Wild West?: Everything Your Schoolbooks Didn't Tell You About Westward Expansion
    King George: What Was His Problem?: Everything Your Schoolbooks Didn't Tell You About the American Revolution
    Two Miserable Presidents: Everything Your Schoolbooks Didn't Tell You About the Civil War
    Born to Fly: The First Women's Air Race Across America
    "This is teaching at its best!"

    --Hans Camenzind, inventor of the 555 timer (the world's most successful integrated circuit), and author of Much Ado About Almost Nothing: Man's Encounter with the Electron (Booklocker.com)

    "A fabulous book: well written, well paced, fun, and informative. I also love the sense of humor. It's very good at disarming the fear. And it's gorgeous. I'll be recommending this book highly."

    --Tom Igoe, author of Physical Computing and Making Things Talk

    A "magnificent and rewarding book. ... Every step of this structured instruction is expertly illustrated with photos and crisp diagrams. . . . This really is the best way to learn."

    --Kevin Kelly, in Cool Tools

    The first edition of Make: Electronics established a new benchmark for introductory texts. This second edition enhances that learning experience.

    Here you will find unique, photographically precise diagrams of breadboarded components, to help you build circuits with speed and precision. A new shopping guide and a simplified range of components, will minimize your investment in parts for the projects. A completely new section on the Arduino shows you how to write properly structured programs instead of just downloading other people's code. Projects have been reworked to provide additional features, and the book has been restructured to offer a step-by-step learning process that is as clear and visually pleasing on handheld devices as it is on paper. Full color is used throughout.



    As before, Make: Electronics begins with the basics. You'll see for yourself how components work--and what happens when they don't. You'll short out a battery and overheat an LED. You'll also open up a potentiometer and a relay to see what's inside. No other book gives you such an opportunity to learn from real-life experiences.



    Ultimately, you will build gadgets that have lasting value, and you'll have a complete understanding of how they work. From capacitors to transistors to microcontrollers--it's all here.



    Hans Camenzind, inventor of the 555 Timer (the world's most successful integrated circuit chip), said that "This is teaching at its best!" when he reviewed the first edition. Now the second edition offers even more!

    From one of the leading Fortnite gamers in the world comes your game plan for outclassing the rest at playing video games.

    “Get the right gear, practice the right way, and get into the right headspace and you too can Get Good.”—Time

    Packed with illustrations, photographs, anecdotes, and insider tips, this complete compendium includes everything Tyler "Ninja" Blevins wishes he knew before he got serious about gaming. 

    Here's how to:
    • Build a gaming PC
    • Practice with purpose
    • Develop strategy
    • Improve your game sense
    • Pull together the right team
    • Stream with skill
    • Form a community online
    • And much more

    Video games come and go, but Ninja's lessons are timeless. Pay attention to them and you'll find that you're never really starting over when the next big game launches. Who knows—you may even beat him one day. As he says, that's up to you. 

    Praise for Ninja: Get Good

    “If you’re a casual gamer looking to refine your gaming skills or equipment, or someone considering getting into esports, then livestreamer and gaming guru Tyler ‘Ninja’ Blevins’ book could be the perfect guide.”—Los Angeles Times

    “It’s perfect for young kids just getting into gaming after watching streamers, like Ninja, and their parents who may not know much about gaming and streaming . . . It’s an all-in-one checklist of everything you need to start up on a streaming life. This book breaks down complex and sometimes obscure concepts in gaming that many non-gamer parents may not know about or the kids know about instinctually but can't put into words.”—GameCrate
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