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Computer Technology for Curious Kids

Computer Technology for Curious Kids

Computer Technology for Curious Kids

 

 

 

 

 

 

 

 

 

 

Computer Technology for Curious Kids

Chris Oxlade

Nik Neves

CSIRO Publishing, 2024

128pp., hbk., RRP $A32.99

9781486318360 

It’s 1996, lunchtime in the library of a new government primary school in Canberra, and rather than the students you would expect to find there, there is a group of staff members lined up for their turn on the one computer that is linked to a local internet service via a dial-up line.  It’s long before the department gets a LAN let alone a WAN, but these teachers are encouraged to be there by their enlightened, visionary principal (who has even hired an ICT coach for the teachers) as each one waits their turn to send an email to a colleague, to feel the thrill of having received one, and marvelling at this new way of doing business and its potential.

Fast forward nearly 30 years and nothing has moved quite as fast as the development of the technology and the impact it has had on the global community, even beyond.  Now, instead of the wonder of email, encyclopedias on CD-ROM and being able to prepare a program without the trusty white-out on hand, we have terminology like artificial intelligence, smartphones, social media and cyber-security as part of our everyday vocabulary and our youngest students are participating in programming, playing video games and making movies using drones in a realm that was once reserved for the boffins and nerds. 

So this new release from CSIRO Publishing in their Curious Kids series, is as much a journey through time as it is one of discovery. Taking the young reader on a trip that covers the history of computing, hardware and software components, data and apps, programming, communications and their ubiquity in daily life, this explains all sorts of things at their level of understanding, using text and illustrations that are straightforward but not overly technical or complex.  For example, “image editing” is described as “editing photographs, perhaps to make then brighter or darker; to get rid of unwanted parts or to remove imperfections” followed by simple explanations and examples of the ways that people do this as they resize photos, or crop them to make the subject more prominent, or removing things like trees that seem to be growing out of a person’s head.

Similarly, the way computers are used to make life simpler, even being a central part of many of the toys and games the child plays with is explained as so many things are just taken for granted because they have always been in the child’s life, much as the telephone, radio and television were for previous generations. Just as their parents might not be able to recall a time when there wasn’t instant entertainment available in the room with the click of a remote, so too our little ones can’t imagine life without their friends and their activities being visible on a screen. 

Whether this is a trip down memory lane for some, a way of understanding these “new-fangled computers” for others, and explanation of the how, what and why for those with a need to know, or the opening of a door to further explanation,  this is a fascinating dip-and-delve book that has something or everyone. 

 

 

The Goblins’ Revenge

The Goblins' Revenge

The Goblins’ Revenge

 

 

 

 

 

 

 

 

 

 

The Goblins’ Revenge

Andy Prentice

Tom Knight

Usborne, 2024

288pp., pbk., RRP $A15.99

9781803706467

For 93 years the land of Sibele has been ruled by the evil wizard Darkmoon, and now he is hunting down the last few rebels who dare to oppose him, and the only one who can save them and end his reign is the reader. With a horde of undead warriors on the trail and a series of blood-curdling dangers ahead , it would be a terrifying task for anyone – but you’re just a goblin, which makes things even more challenging. Confronted by menacing monsters, ghostly magic and a thrilling race against time in this spectacular fantasy adventure gamebook, the reader becomes the hero whose decisions and choices determine the outcome.  

Decades ago the choose-your-own adventure genre hit the shelves and were an instant success with those who like to insert and immerse themselves in the stories, and this 21st century version combines that genre with the gaming craze, combining three loves of the current generation – video games, fantasy and a story in print which becomes a new adventure with every choice made. 

It begins with instructions on how to play complete with items, weapons and abilities, a logbook to keep track of the relevant details of the quest as  well as all the other things needed to play a game and complete a quest in this modern era.  There are crucial picture puzzles to solve along the way, and although a computer is not needed to play, there are links to an online dice roller if physical dice (needed to play the combat system) aren’t available as well as a printable logbook.

I am the first to admit that this is not my sort of game and my granddaughters gave up in frustration as they tried to teach me some of theirs, but nevertheless, this seems to be something that teacher librarians should be aware of so they can capture the imagination and minds of those engaged by this sort of activity, thus demonstrating that the library has resources that are relevant to them. In fact, while the publisher suggests this is suitable for 9+, it could be one to give to your gamers for feedback on suitability both for reading /comprehension age as well as future releases in the series.  

Game On: Glitched

Glitched

Game On: Glitched

 

 

 

 

 

 

 

 

 

 

Game On: Glitched

Emily Snape

EK Books, 2023

192pp., ill., pbk., RRP $A16.99

9781922539410

A series of misdeeds, including covering the neighbour’s cat in bright pink paint, has got Max and his brother banned from screens for an entire weekend, something that is devastating for both of them particularly with an online gaming competition in a couple of days,  So Max has resorted to practising his moves in his head, at the same time as trying to write a history essay for another competition but is distracted because his mother is going on a date with his history teacher.  To distract him from that, he goes to the toilet but because his brain is every-which-way, he forgets to wash his hands – and that’s when things start to go wrong…

Because his brother Liam is hiding in the bath playing on a phone he has found and suddenly the boys find themselves travelling through time, back to earlier versions of their home town, in the time of the dinosaurs, the Stone Age,  and the days of the Romans.  And if they are ever to get back to the now, they have to solve riddles while carrying out tasks and dodging dangers… all before the battery runs out or they are discovered by their mum. 

A sequel to Shrinkle and written to draw reluctant readers into print stories, the author says, “Reading should be a pleasure and it was my aim to write books that pull you in and hook you from the start. Hopefully, then you can’t help being moved by the characters as they grow and develop. I love comedy in books, but funny books also have to have heart, believable characters, and a great plot that keeps you reading till the very end.’

Using a modern premise of being drawn into a game, with characters not unlike themselves, and the sort of fast-packed , immediate action including countdowns, levels and time limits, this is the sort of story that will pull even reluctant readers away from their screens. They might even like to speculate on what might happen if they (or Liam and Max) were drawn into their own favourite game, a concept which, in itself, might spark story-writing and a group display of possibilities. Some might like to be inspired by the Lego Masters television series and recreate the world of their game, or perhaps investigate the origins and history of their own town

Minecraft Stonesword Saga (Series)

Minecraft Stonesword Saga Series

Minecraft Stonesword Saga Series

Minecraft Stonesword Saga Series

Mojang AB

HarperCollins, 2023

144pp., pbk., RRP $A15.99

9780008627157

Someone–or something–has turned the Evoker King to stone. And now a new player, Theo, has joined the team on their quest to return their former enemy to normal. But  and elements of his code have turned into new and terrible bosses that threaten the digital world of Minecraft

Those who are fans of this popular video game will know much more about the characters and plot of this series than I, and so perhaps the fairest review would come from one of them including a recommendation of whether it is one for your library’s collection.  Flagged as being for the 8+ reader and with all the hallmarks of a junior novel that supports the emerging independent reader, it is perhaps one to offer to capture those who are captured by the screen game to entice them to the depths of plot and character offered by print, as well as the ability to share and discuss the same adventure with friends over time.  

Game On: Shrinkle

Game On: Shrinkle

Game On: Shrinkle

 

 

 

 

 

 

 

 

 

Game On: Shrinkle

Emily Snape

EK Books, 2023

192pp., pbk., RRP $A16.99

9781922539397

Game-obsessed Max in having a very, very bad day. After being pranked by his brother Liam in front of his class, he is now being looked after by their crazy neighbour Miss McBoob. 

But things get even worse when Liam starts playing Shrinkle on Miss McBoob’s phone because the app suddenly shrinks both him and Max to the size of a minifigure and their house, once so familiar, is now a treacherous landscape! Everyday objects loom large and even the cat is more like a tiger! Can they scale sofa mountain, escape Miss McBoob’s snoring mouth and outsmart the now-enormous pet cat? And will they stay tiny forever? Can they actually work together to beat the game?

Written to draw reluctant readers into print stories, the author says, “Reading should be a pleasure and it was my aim to write books that pull you in and hook you from the start. Hopefully, then you can’t help being moved by the characters as they grow and develop. I love comedy in books, but funny books also have to have heart, believable characters, and a great plot that keeps you reading till the very end.’

Using a modern premise of being drawn into a game, with characters not unlike themselves, and the sort of fast-packed , immediate action including countdowns, levels and time limits, this is the sort of story that will pull even reluctant readers away from their screens. They might even like to speculate on what might happen if they (or Liam and Max) were drawn into their own favourite game, a concept which, in itself, might spark story-writing and a group display of possibilities. Some might like to be inspired by the Lego Masters television series and recreate the world of their game, while others might prefer to broaden their horizons and explore the world, of The Borrowers, a classic series by Mary Norton that dwells in the realm of ordinary becoming extraordinary. 

Funny Kid Next Level

Funny Kid Next Level

Funny Kid Next Level

 

 

 

 

 

 

 

 

 

 

Funny Kid Next Level

Matt Stanton

ABC Books, 2020

176pp., pbk, RRP $A4.99

9780733340895

Every kid wants to laugh, but Max is the boy who can make it happen.

He’s not the smartest kid; he’s not the fastest kid; he’s not the prettiest kid; but he might just be the funniest kid you’ve ever met.

In this novella from the unstoppable Matt Stanton, Max, like most of his mates, has been swept up in the craze for the new video game sweeping the school. He really wants to be the champion but can he get the time and access to beat the mystery pro gamer? 

Toilet snoozes, student protests, parent-teacher nights that go horribly wrong and an epic courtroom battle against Max’s baby sister are just some of the things in store for Max and his friends in this Funny Kid adventure.

The perfect length (and price) for a quick holiday read, Funny Kid fans will be happy to spend a few hours with this and then spend some time learning how to draw Max and Duck, the Stanton way.

Girl Geeks (series)

Girl Geeks (series)

Girl Geeks (series)

 

 

 

 

 

 

 

 

The Hackathon

 9780143795056

Game On

9780143795063

Alex Miles

Puffin Books, 2019

192pp., pbk., RRP $A14.99

From the Girl Geek Academy website…

What would the internet look like if there were more women building it?

  • By the age of 6, children classify jobs as male and female.
  • By the age of 8, they are limiting aspirations
  • By 13 many of them have already ruled out career options that don’t fit with gender stereotypes.
  • By ages 16-17 60% of girls aspire to stereotypically ‘female’ jobs.

So the mission of the Girl Geek Academy is to increase the number of women and girls in tech, games, making, robotics, 3D printing, aviation, drones and space by teaching one million women
to learn technology by 2025. Launched by five women with the aim of making girls in STEM and IT the norm, they are developing a series of initiatives aimed at those from five years old up to mature women, one of which is this new series of books that put geek girls in the spotlight and in charge.  They show that technology is fun and girls are awesome, with each focusing on each of the girls, Hamsa, Eve, Niki and Maggie and their particular talents – hacker, hipster or hustler. With characters that young girls such as my Miss 13 will recognise, they take everyday situations that arise in schools and show how the girls use their strengths to solve them, demonstrating that being a ‘geek girl’ is as normal as being any other sort of girl.  It’s just one part of who they are.

As well as this new series (four in the pipeline so far) there are many other programs and resources available on the academy website to support and enable the development of digital technologies in the school and across the curriculum so this is both a series and a website that could and should be promoted widely to staff and students.  So often, geeks don’t see the library as having anything for them, particularly when there is still such an emphasis on books and reading, so this is yet another way to reach out to that long tail – all those potential patrons that a library has but who don’t use the facility because they don’t believe it has anything to offer them.

Well-written, illustrated and as perfect for the newly-independent reader as it is for those whose appetite for reading is never sated, this is a series with a difference and with huge potential. 

 

100 Things to Know About Numbers, Computers & Coding

100 Things to Know About Numbers, Computers & Coding

100 Things to Know About Numbers, Computers & Coding

 

 

 

 

 

 

 

 

 

 

100 Things to Know About Numbers, Computers & Coding

Alice James

Usborne, 2018

128pp., hbk., RRP $A19.99

9781474942997

Did you know that out of 30 million emails sent in the time it takes to tread this line, 20 million of them will be spam?

That a champion mathlete can add ten 10-digit numbers in their head in 13 seconds?

The first computer game for two players was based on playing tennis and was created over 60 years ago?

These are just some of the interesting facts that are shared and explained in this fascinating new book from Usborne that is so easy to explore, navigate and read.

Way back when, in a time when I did not teach maths well and avoided it if I could, I was presented with a class of eight-year-olds who were as turned off the subject as I was.  In the days when text books and workbooks were the norm and the curriculum comprised going through said books which were cheaply produced, unattractive and unappealing, it was no wonder that those for whom maths was a mystery were not enthused to participate.  However, I was a successful “language arts” teacher and so in the interests of my students, I had to invigorate my interest and so I examined what I did well in my whole language classroom and translate it into a whole maths classroom.  By the end of the year, we were all thriving, I’d written many articles about my approach and even had several book contracts lined up!

The secret was to show the kids how maths related to their everyday lives, in both overt and obscure ways so that it became apparent that it permeates everything we do.  We started with a focus question of “What would we do without numbers?” and delved into the history of number and so on, and things just flew from there. This book, 100 Things to Know About Numbers, Computers & Coding would have been a godsend in those days as even though its focus is computing and coding, there is enough in it to build a lesson a day for almost an entire school year and that doesn’t include the offshoot investigations that would take you off on a tangent! I can envisage those eight-year-olds of 30 years ago pouring over it!

There are often queries to teacher librarian forums about how to engage with the maths teachers to show that the library offers them something, and the usual answers of teaching the Dewey Decimal System pop up, but imagine the interest there would be if you shared a fact a day and invited explorations as part of your library displays!  Those who see libraries as being about books and reading and therefore not for them would be engaged and their learning could go off in any direction, while not even realising they are engaging with reading, books and information literacy.  Sort of like hiding vegetables in cakes.

Don’t buy this book and hide it away in the 004 section.  Buy it and use it as the basis to turn students’ attitudes towards maths, computing and coding into something positive!

Get Coding 2! Build Five Computer Games Using HTML and JavaScript

Get Coding 2! Build Five Computer Games Using HTML and JavaScript

Get Coding 2! Build Five Computer Games Using HTML and JavaScript

 

 

 

 

 

 

 

 

 

Get Coding 2! Build Five Computer Games Using HTML and JavaScript

David Whitney

Duncan Beedie

Walker Books, 2018

224pp., pbk, RRP $A16.99

9781406382495

Thirty years ago, I proudly showed off my first home computer to visitors – a Microbee-in-a-Box – because it was such a novelty to have such a thing in a home.  With its amber screen, mini floppy disks and text-only technology it was a step up from my friend’s BBC model that ran on cassette tapes, but such a long way from the devices and their capabilities that our students are so familiar with now. 

With 1988 classroom lessons focusing on manipulating a robot turtle around a pre-determined path with the only programming being done as students recorded the path it took on paper using  basic Logo language, to creating webpages using Microsoft Front Page and Macromedia Dreamweaver which required a basic knowledge of raw html, to trying (unsuccessfully) to make a cow jump over the moon using Macromedia Flash, the Web 2.0 world of drag and drop was not only a blessing for me but opened up the world of creating information as well as consuming it for anyone with a computing device. 

Now coding is an official part of the Australian Curriculum, the behind-the-scenes world of the computer screen is coming alive for even our youngest students. There are  even coding competitions for kids (Miss 12 is an enthusiastic participant) and thousands of youngsters are intent on creating the next Minecraft or Fortnite. So this new book which teaches them to create five new games using HTML and Javascript so their games will run in a web browser will be a welcome addition to their libraries, as well as that of teachers tasked with teaching this topic.  So much more engaging to have an authentic project so that new knowledge is embedded in context.  

With its straightforward introduction and each game/mission having its goals clearly articulated, users can begin at their particular ability level so that their development is based on a solid platform of understanding. With plenty of illustrations and instructions (a far cry from the confusing, monochromatic books I remember buying in the 80s and never mastering), this is a book both for beginners and the more-advanced as even the initial mission has suggestions for extensions.

Miss 12 will be delighted to see this in her Christmas stocking. 

 

Unofficial Minecraft STEM Lab for Kids

Unofficial Minecraft STEM Lab for Kids

Unofficial Minecraft STEM Lab for Kids

 

 

 

 

 

 

 

 

 

Unofficial Minecraft STEM Lab for Kids

John Miller

Chris Fornell Scott

Quarry Books, 2018

144pp., pbk., RRP $A27.99

9781631594830

Apparently, 74 million people play Minecraft each month, one of those is Miss 12 who is now hooked on coding, and many of whom are in schools where the game is being used in many scenarios as part of the everyday learning experience.  For some time, the teacher librarian networks I belong to have been peppered with queries about how it can best be used and so a book that specifically focuses on its use in the science, technology, maths and engineering strands will be of great value to teachers whose students are clamouring for these sorts of experiences but whose personal knowledge and skills of the game are not as developed as those of those they teach.

Beginning with a thorough explanation of what Minecraft is, how it works, how it can be used and played and purchased so that parents and teachers understand its value both in school and beyond – the book’s focus is ‘to connect the Minecraft player(s) in their life with STEM learning…to help bridge the gap between game-play and engaging STEM concepts” –  it moves on to six themed quests, each of which presents four labs, which, in turn, have two parts – an out-of-game activity that requires hands-on exploration and an in-game building and crafting activity.

Quest 1: Pistons, Rails, and Redstone
Quest 2: Construction Zone
Quest 3: The Sky is Not Your Limit
Quest 4: Rocks, Minerals, and Gems
Quest 5: Cycles in Science
Quest 6: Engineering Challenge

In terms of the quality of content, Miss 12 would probably be a better reviewer than I, but in her absence, this review by a Minecraft expert suggests that it is “outstanding” and gives a comprehensive tour of the contents and layout.  The credentials of the authors also convince me of its authority. However, as a non-Minecraft person who wears a teacher’s hat, it would seem to me to be the perfect tool to not only capture an audience who prefer gaming to reading but also to use its user-friendliness to explore things not necessarily intellectually or physically in the teacher’s toolbox.  Added to that is this article which shows that onscreen adventures are leading children to discover their origins in print.  

I’m beginning to see what all the conversations have been about and why there is such excitement about this game that demands so much more of the student than pressing buttons or manipulating levers.

A peek inside...

A peek inside…