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Book Computational Thinking with Blockly Games

Download or read book Computational Thinking with Blockly Games written by Dr. Ashok Banerji and published by Ashok Banerji. This book was released on 2023-04-14 with total page 117 pages. Available in PDF, EPUB and Kindle. Book excerpt: The first book to teach coding to kids. It is to be used before starting programming in Scratch and using drag-and-drop block programming Many parents want to teach their children about coding but often do not know where to begin or what to cover. The idea for this book evolved to precisely address this need. It is meant for kids and anyone who wants to learn the basics of computer programming and Computational Thinking. Welcome to the world of Computational Thinking for young learners. The book covers foundational problem-solving concepts through simple games, taking young students on a journey of thinking, planning, and solving problems. This book aims to aid this process, promoting creativity and innovation. The importance of teaching coding from the early school years is recognized by many countries. It is now mandatory under the new education policy of Govt. of India. Blockly Games have been adopted in this book as an enjoyable way to introduce computational thinking and programming concepts. The book follows a graded pedagogy with guided discovery (Chapters 1 to 14), semi-guided lessons (Chapters 15 to 16), and open-ended exploration (Chapters 17 to 20). Printed versions: Full colour (ISBN: 9798890260475) and b/w version (ISBN: 9798890261038). Available from Amazon, Flipkart and Notion Press - https://notionpress.com/read/computational-thinking-with-blockly-games. Ebook: https://books.google.co.in/books?id=AMO5EAAAQBAJ&newbks=0&hl=en&source=newbks_fb&redir_esc=y Some reviews: 'Computational Thinking with Blocky Games' by Ashok Banerji PhD is a timely work to build the digital skills of children and prepare them for a future that is volatile, uncertain, complex and ambiguous. Using the open-source software developed by Google, Dr Banerji provides a 20-day package for teachers to introduce systematic and logical thinking using blocks and a gaming environment most suitable to children. This book will go a long way in popularising computational thinking in schools. Sanjaya Mishra PhD, Director, Commonwealth of Learning, British Columbia, Canada “All books are not for children but for every child, there is a book, and this book is a wonderful gift that has been designed especially for young students to master the art of Computational Thinking. In fact, the book is for every age to learn essential 21st-century skills.” Bratati Bhattacharyya, Secretary General and CEO, Shikshayatan Foundation “Written as a step-by-step guide in simple language, this book will help children to learn coding through gameplay.” Dr A.M. Ghosh, Rtd. Prof. and HOD Computer Science, BESU, Shibpur “Loved the book. It helped me to learn the basics of coding,” Daiwik Bhattacharjee, Std. 6 Bombay Scottish School "I recently had the opportunity to read your book and I must say, it's an outstanding resource for parents and young learners alike. Your book beautifully addresses a common challenge faced by parents who want to introduce coding to their children but often need help knowing where to begin or what concepts to cover. Your focus on Computational Thinking as a foundational element is both innovative and essential, as it forms the bedrock of crucial problem-solving skills in today's digital age. I was particularly impressed with how you designed the book, taking young students on a journey of thinking, planning, and problem-solving through simple games. This approach makes learning enjoyable for children and ensures they build a solid understanding of the subject matter. Your emphasis on promoting creativity and innovation complements the learning process, encouraging students to think outside the box and develop unique solutions. The decision to incorporate Blockly Games in the book was brilliant. It provides an interactive and engaging way to introduce computational thinking and programming concepts, making it easier for young learners to grasp the material. The graded pedagogy with guided discovery is a thoughtful addition, allowing students to progress at their own pace while offering proper guidance throughout their learning journey. It is a comprehensive and well-crafted guide that will undoubtedly benefit many young learners and their parents. It will equip them with the necessary skills and mindset to excel in an increasingly technology-driven world. Your dedication to empowering young minds through education is evident throughout the book, and I have no doubt that it will positively impact the lives of those who read it. Thank you for creating such a valuable resource. Your book will undoubtedly inspire many to explore the fascinating world of coding and Computational Thinking." Rahid Alekberli MIEEE, MACM, Technology Business Leader, Advisor ADA University, Azerbaijan

Book Computational Thinking with Blockly Games  B W version

Download or read book Computational Thinking with Blockly Games B W version written by Vivek Kumar and published by . This book was released on 2023-02-13 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: ABHIVYAKTI....... is a poetry collection with a different style. This book comprises more than six hundred four liner free verses. Each verse is independent, meaningful and makes complete sense in itself. Every verse has some deep and insightful message in it. Most of the verses included in this collection are lyrical and recitable.

Book Computational Thinking for Problem Solving and Managerial Mindset Training

Download or read book Computational Thinking for Problem Solving and Managerial Mindset Training written by Dall'Acqua, Luisa and published by IGI Global. This book was released on 2021-06-25 with total page 293 pages. Available in PDF, EPUB and Kindle. Book excerpt: The cultural, social, and economic history of mankind is characterized by a succession of needs and problems that have stimulated the invention of operational and conceptual tools to facilitate their solution. The continuous presentation of new needs, an attempt to improve partial solutions to old problems, curiosity, and the disinterested search for knowledge then constituted the fundamental push for scientific, cultural, economic, and social progress. In an increasingly digital society, where software technological tools permeate daily life and, consequently, change the management of reality, mastering of transversal skills is crucial for success. Computational thinking is a set of transversal skills related to the foundations of computer science as a scientific discipline and means a mastering to the process of solving problems. The goal of computational thinking is to acquire interpretative perspectives of reality, which allows one to read the digital experience competently and responsibly. Computational Thinking for Problem Solving and Managerial Mindset Training explores how individuals can be trained into managerial mindsets through computational thinking and computer science. It explores how computer science can be used as a valid guideline to develop skills such as effective soft skills, communication skills, and collaboration. Further, the chapters explore the adoption of computational thinking for individuals to gain managerial mindsets and successfully solve questions and problems in their domain of interest. This will include artificial intelligence applications, strategic thinking, management training, ethics, emergency managerial mindsets, and more. This book is valuable for managers, professionals, practitioners, researchers, academicians, and students interested in how computational thinking can be applied for the training of managerial mindsets.

Book Conference Proceedings  The Future of Education  8th Edition

Download or read book Conference Proceedings The Future of Education 8th Edition written by Pixel and published by libreriauniversitaria.it Edizioni. This book was released on 2018 with total page 690 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Informatics in Schools  Engaging Learners in Computational Thinking

Download or read book Informatics in Schools Engaging Learners in Computational Thinking written by Külli Kori and published by Springer Nature. This book was released on 2020-11-05 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the 13th International Conference on Informatics in Schools: Situation, Evolution and Perspectives, ISSEP 2020, held in Tallinn, Estonia, in November 2020. Due to COVID-19 related travelling restrictions the conference had to be switched to online format. The 18 revised full papers presented were carefully reviewed and selected from 53 submissions. They are organized in topical sections named: Tasks for Informatics Competitions; Engagement and Gender Issues in School Informatics; Informatics Teacher Education; Curriculum and Pedagogical Issues.

Book Teaching Computational Thinking in Primary Education

Download or read book Teaching Computational Thinking in Primary Education written by Ozcinar, Huseyin and published by IGI Global. This book was released on 2017-10-31 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: 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.

Book Teaching Computing Unplugged in Primary Schools

Download or read book Teaching Computing Unplugged in Primary Schools written by Helen Caldwell and published by Learning Matters. This book was released on 2016-10-18 with total page 234 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teaching primary computing without computers? The Computing curriculum is a challenge for primary school teachers. The realities of primary school resources mean limited access to computer hardware. But computing is about more than computers. Important aspects of the fundamental principles and concepts of computer science can be taught without any hardware. Children can learn to analyse problems and computational terms and apply computational thinking to solve problems without turning on a computer. This book shows you how you can teach computing through ‘unplugged’ activities. It provides lesson examples and everyday activities to help teachers and pupils explore computing concepts in a concrete way, accelerating their understanding and grasp of key ideas such as abstraction, logic, algorithms and data representation. The unplugged approach is physical and collaborative, using kinaesthetic learning to help make computing concepts more meaningful and memorable. This book will help you to elevate your teaching, and your children′s learning of computing beyond the available hardware. It focuses on the building blocks of understanding required for computation thinking.

Book Computational Thinking in the STEM Disciplines

Download or read book Computational Thinking in the STEM Disciplines written by Myint Swe Khine and published by Springer. This book was released on 2018-08-14 with total page 325 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book covers studies of computational thinking related to linking, infusing, and embedding computational thinking elements to school curricula, teacher education and STEM related subjects. Presenting the distinguished and exemplary works by educators and researchers in the field highlighting the contemporary trends and issues, creative and unique approaches, innovative methods, frameworks, pedagogies and theoretical and practical aspects in computational thinking. A decade ago the notion of computational thinking was introduced by Jeannette Wing and envisioned that computational thinking will be a fundamental skill that complements to reading, writing and arithmetic for everyone and represents a universally applicable attitude. The computational thinking is considered a thought processes involved in a way of solving problems, designing systems, and understanding human behaviour. Assimilating computational thinking at young age will assist them to enhance problem solving skills, improve logical reasoning, and advance analytical ability - key attributes to succeed in the 21st century. Educators around the world are investing their relentless effort in equipping the young generation with real-world skills ready for the demand and challenges of the future. It is commonly believed that computational thinking will play a pivotal and dominant role in this endeavour. Wide-ranging research on and application of computational thinking in education have been emerged in the last ten years. This book will document attempts to conduct systematic, prodigious and multidisciplinary research in computational thinking and present their findings and accomplishments.

Book Research Anthology on Computational Thinking  Programming  and Robotics in the Classroom

Download or read book Research Anthology on Computational Thinking Programming and Robotics in the Classroom written by Management Association, Information Resources and published by IGI Global. This book was released on 2021-07-16 with total page 969 pages. Available in PDF, EPUB and Kindle. Book excerpt: The education system is constantly growing and developing as more ways to teach and learn are implemented into the classroom. Recently, there has been a growing interest in teaching computational thinking with schools all over the world introducing it to the curriculum due to its ability to allow students to become proficient at problem solving using logic, an essential life skill. In order to provide the best education possible, it is imperative that computational thinking strategies, along with programming skills and the use of robotics in the classroom, be implemented in order for students to achieve maximum thought processing skills and computer competencies. The Research Anthology on Computational Thinking, Programming, and Robotics in the Classroom is an all-encompassing reference book that discusses how computational thinking, programming, and robotics can be used in education as well as the benefits and difficulties of implementing these elements into the classroom. The book includes strategies for preparing educators to teach computational thinking in the classroom as well as design techniques for incorporating these practices into various levels of school curriculum and within a variety of subjects. Covering topics ranging from decomposition to robot learning, this book is ideal for educators, computer scientists, administrators, academicians, students, and anyone interested in learning more about how computational thinking, programming, and robotics can change the current education system.

Book Programming and Computational Thinking in Technology Education

Download or read book Programming and Computational Thinking in Technology Education written by and published by BRILL. This book was released on 2023-10-09 with total page 362 pages. Available in PDF, EPUB and Kindle. Book excerpt: In the last decade, programming and computational thinking (CT) have been introduced on a large scale in school curricula and standards all over the world. In countries such as the UK, a new school subject—computing—was created, whereas in countries such as Sweden, programming was included in existing subjects, notably mathematics and technology education. The introduction of programming and CT in technology education implies a particular relationship between programming and technology. Programming is usually performed with technological artefacts—various types of computers—and it can also be seen as a specific branch of engineering. This book analyses the background to and current implementation of programming and computational thinking in a Swedish school technology context, in relation to international developments. The various chapters deal with pertinent issues in technology education and its relation to computers and computing, for example, computational thinking and literacy, teachers’ programming competence, and computational thinking, programming, and learning in technology education. The book includes examples from educational research that could also be used as inspiration for school teaching, teacher education and curriculum development.

Book Data Analytics Approaches in Educational Games and Gamification Systems

Download or read book Data Analytics Approaches in Educational Games and Gamification Systems written by Ahmed Tlili and published by Springer Nature. This book was released on 2019-09-10 with total page 255 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game-based learning environments and learning analytics are attracting increasing attention from researchers and educators, since they both can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis in game-based learning environments, namely educational games and gamification systems, to provide smart learning. Specifically, it discusses the purposes, advantages and limitations of applying such approaches in these environments. Additionally, the various smart game-based learning environments presented help readers integrate learning analytics in their educational games and gamification systems to, for instance, assess and model students (e.g. their computational thinking) or enhance the learning process for better outcomes. Moreover, the book presents general guidelines on various aspects, such as collecting data for analysis, game-based learning environment design, system architecture and applied algorithms, which facilitate incorporating learning analytics into educational games and gamification systems. After a general introduction to help readers become familiar with the subject area, the individual chapters each discuss a different aim of applying data analytics approaches in educational games and gamification systems. Lastly, the conclusion provides a summary and presents general guidelines and frameworks to consider when designing smart game-based learning environments with learning analytics.

Book Handbook of Research on Integrating Computer Science and Computational Thinking in K 12 Education

Download or read book Handbook of Research on Integrating Computer Science and Computational Thinking in K 12 Education written by Keengwe, Jared and published by IGI Global. This book was released on 2019-12-13 with total page 385 pages. Available in PDF, EPUB and Kindle. Book excerpt: As technology continues to develop and prove its importance in modern society, certain professions are acclimating. Aspects such as computer science and computational thinking are becoming essential areas of study. Implementing these subject areas into teaching practices is necessary for younger generations to adapt to the developing world. There is a critical need to examine the pedagogical implications of these technological skills and implement them into the global curriculum. The Handbook of Research on Integrating Computer Science and Computational Thinking in K-12 Education is a collection of innovative research on the methods and applications of computer science curriculum development within primary and secondary education. While highlighting topics including pedagogical implications, comprehensive techniques, and teacher preparation models, this book is ideally designed for teachers, IT consultants, curriculum developers, instructional designers, educational software developers, higher education faculty, administrators, policymakers, researchers, and graduate students.

Book Teaching Kids Computational Thinking with Game Design Activities

Download or read book Teaching Kids Computational Thinking with Game Design Activities written by James Robert Counts and published by . This book was released on 2013 with total page 50 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computational Thinking is an increasingly important problem solving tool in a variety of fields because it involves decomposing seemingly intractable problems into smaller, solvable problems, managing complexity with abstractions, and making tradeoffs between effort and accuracy. Because programming and computational thinking are not equivalent, this research focuses on teaching computational thinking concepts without the additional burden of learning to program. This thesis describes an interactive game design environment students can use to manipulate game rules in real time. The game provided by the environment is an easy-to-learn platform jumper style game, where the hero earns points by jumping from platform to platform. Students can adjust a variety of game rules while the game runs, including the size of the board, the hero's agility, and the composition and position of the platforms. Students receive immediate feedback on the effectiveness of the game rules they choose because the game is always running. The environment features an unobtrusive data collection mechanism which allows researchers to answer specific questions about student behavior and engagement. For example, the data can answer questions such as: How long does it take a student to reach a certain point threshold? Are students more interested in playing the game or designing the game? What rules do students adjust most often? Student interaction with the environment was studied on three separate occasions with three separate groups of students. The retrospective questionnaires complement the environment by helping students articulate the trade-offs they considered when setting game rules. Questionnaire design focused on which combination of prompts and activities would best help students to articulate computational thinking skills. In some sessions students were encouraged to design games for their own enjoyment and in other sessions students were prompted to design games for another student to play. After providing the prompt, the questionnaires asked students to explain why they designed the game the way they did. The overall experience helps students build confidence in their problem solving abilities and demonstrated a data collection mechanism which can be used for further research.

Book Encyclopedia of Computer Graphics and Games

Download or read book Encyclopedia of Computer Graphics and Games written by Newton Lee and published by Springer Nature. This book was released on 2024-01-19 with total page 2150 pages. Available in PDF, EPUB and Kindle. Book excerpt: Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA

Book Blockly

    Book Details:
  • Author : Ben Rearick
  • Publisher : Cherry Lake
  • Release : 2017-08-01
  • ISBN : 1634727509
  • Pages : 36 pages

Download or read book Blockly written by Ben Rearick and published by Cherry Lake. This book was released on 2017-08-01 with total page 36 pages. Available in PDF, EPUB and Kindle. Book excerpt: Blockly is a powerful programming language with a graphical interface that makes it perfect for beginners. With this book, students learn the art of innovation through detailed explanations and hands-on activities built to foster creativity and problem solving. Fun, engaging text introduces readers to new ideas and builds on maker-related concepts they may already know. Additional tools, including a glossary and an index, help students learn new vocabulary and locate information.

Book Touchpad Plus Ver  4 0 Class 3

Download or read book Touchpad Plus Ver 4 0 Class 3 written by Nidhi Gupta and published by Orange Education Pvt Ltd. This book was released on 2023-03-21 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer Science Textbook with New Pedagogical Approaches KEY FEATURES ● National Education Policy 2020 ● Tech Funda: This section provides a practical information or tip to the students. ● Clickipedia: This section provides interesting computer facts. ● Lab Session: This is a lab activity to develop practical skills. (Subject Enrichment) ● Explore More: This section contains supplement topics for add-on knowledge. ● QR Code: Scan the QR Code given on the first page of each chapter to start chapter animation. ● Mind Boggler: This section has puzzle or fun based activity to help understand the concepts better. DESCRIPTION Computer technology has become essential and an integral part of life at work, in recreation, social networking and education too. With the constant development of new technology, it has become more significant in helping and preparing students for jobs. Computers have revolutionised the way education is imparted to children. Touchpad Plus Version 4.0 is a complete computer science curriculum solution for grades 1-8. It is based on Windows 10 and MS Office 2019, with new and future-ready content. Fun is the most important element of learning. Keeping in mind the concept of Joyful Learning, varied activities have been designed based on multiple intelligences and 21st century skills for holistic development. The books have a conversational style introduction of each chapter to make learning fun and engaging. The topics and their approaches are integrated in different themes as per ICT learning. Grade I and II books have four-line writing space to enhance writing skills in children. Each book is accompanied by digital learning resources that offer interesting animation and interactive tests for the student to supplement classroom learning with independent learning. The books are curated in a way that they make students and teachers equal partners in the learning process and take learning beyond classroom. We welcome and look forward to all meaningful and valuable suggestions for improving the book WHAT WILL YOU LEARN You will learn about: ● Digital World ● Cyber World ● Coding World ● Computational Thinking ● Artificial Intelligence WHO THIS BOOK IS FOR Grade 3 TABLE OF CONTENTS 1. Computer Hardware and Software 2. Windows 10 3. Let’s Learn Paint 3D 4. Editing in Word 2019 5. Formatting in Word 2019 6. Internet 7. Stepwise Thinking 8. Let’s Learn Scratch 9. Google Blockly Games 10. AI-Enabled Devices ADD-ONS ASSESSMENTS

Book Touchpad Plus Ver  4 0 Class 8

Download or read book Touchpad Plus Ver 4 0 Class 8 written by Nidhi Gupta and published by Orange Education Pvt Ltd. This book was released on 2023-03-21 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: Computer Science Textbook with New Pedagogical Approaches KEY FEATURES ● National Education Policy 2020 ● Tech Funda: This section provides a practical information or tip to the students. ● Clickipedia: This section provides interesting computer facts. ● Lab Session: This is a lab activity to develop practical skills. (Subject Enrichment) ● Explore More: This section contains supplement topics for add-on knowledge. ● QR Code: Scan the QR Code given on the first page of each chapter to start chapter animation. ● Mind Boggler: This section has puzzle or fun based activity to help understand the concepts better. DESCRIPTION Computer technology has become essential and an integral part of life at work, in recreation, social networking and education too. With the constant development of new technology, it has become more significant in helping and preparing students for jobs. Computers have revolutionised the way education is imparted to children. Touchpad Plus Version 4.0 is a complete computer science curriculum solution for grades 1-8. It is based on Windows 10 and MS Office 2019, with new and future-ready content. Fun is the most important element of learning. Keeping in mind the concept of Joyful Learning, varied activities have been designed based on multiple intelligences and 21st century skills for holistic development. The books have a conversational style introduction of each chapter to make learning fun and engaging. The topics and their approaches are integrated in different themes as per ICT learning. Grade I and II books have four-line writing space to enhance writing skills in children. Each book is accompanied by digital learning resources that offer interesting animation and interactive tests for the student to supplement classroom learning with independent learning. The books are curated in a way that they make students and teachers equal partners in the learning process and take learning beyond classroom. We welcome and look forward to all meaningful and valuable suggestions for improving the book WHAT WILL YOU LEARN You will learn about: ● Digital World ● Cyber World ● Coding World ● Computational Thinking ● Artificial Intelligence WHO THIS BOOK IS FOR Grade 8 TABLE OF CONTENTS 1. Computer Networking 2. Krita- Image Editing 3. Trending Technologies 4. Images, Links & Frames in HTML5 5. Forms in HTML5 6. Algorithmic Intelligence 7. Loops in Python 8. Functions and String in Python 9. List in Python 10. Domains of AI 11. Future of AI ADD-ONS ASSESSMENTS