Coding Workbooks (Dk)

Description

These introductory-level workbooks are excellent for gauging students programming aptitude! Before you settle into a more thorough programming course or guides (such as the DK Coding Games & Projects series), this inexpensive series is good for testing the waters of potential coders. Each book begins with a 4-6 page getting started... section just enough to understand the language and interface, but nothing more. The real meat of the workbooks is 4-5 simple projects of increasing complexity. Students create a project, make a few decisions of their own, and then take a quiz to test their understanding of the chapters materials (solutions included in the back). The projects are organized into numbered paragraphs, each accompanied by a snippet of code or screenshots of what the student will be seeing. Humorous illustrations and helpful captions lighten up each page to further engage readers. Each book in the series can be used independently or together, as there is little overlapping material. Overall, this is one of the best series available to introduce very young students to programming without investing much time or money. Scratch books require Adobe 10.2 or later and use Scratch 2 (available for free online). Each book is 40 pages, paperback.

Teaching Method
Traditional
Teacher-centered curriculum commonly used in classrooms that may include a text, teacher manual, tests, etc.
Charlotte Mason
A methodology based on the work of a 19th century educator who maintained that children learn best from literature (Living Books), not textbooks.
Classical
A methodology based on the Latin Trivium (three stages of learning), including the grammar stage (memorization and facts), logic stage (critical thinking), and rhetoric stage (developing/defending ideas).
Unit Study
A thematic or topical approach centered around one topic that integrates multiple subject areas.
Montessori (Discovery)
A methodology based on the work of a 20th century educator that emphasizes student and sensory-driven discovery learning and real-life applications.
Other
Other methodologies
Religious Content
Secular
Contains content contrary to common Christian beliefs (i.e. evolution).
Neutral
Avoids religious or theoretical topics or presents multiple viewpoints without preference.
Christian/Religious
Faith-based or including instructional religious content.
Learning Modality
Auditory
Learns through listening, talking out loud or reading out loud.
Visual
Learns through seeing, prefers written instructions and visual materials.
Kinesthetic/Tactile (Hands-On)
Learns through moving, doing and touching.
Multi-Sensory
Curriculum that employ a variety of activities/components.
Presentation
Sequential
Curriculum progresses through well-defined learning objectives. Emphasizes mastery before moving to the next topic.
Spiral
Topics and concepts are repeated from level to level, adding more depth at each pass and connecting with review.
Conceptual/Topical
Focus is on the “why,” often with a unifying concept as well as specific skills; coverage may be broader.
Teacher Involvement
Low Teacher Involvement
Student-led materials; parent acts as a facilitator.
Medium Teacher Involvement
A mix of teacher-led time and independent student work.
High Teacher Involvement
Teacher-led lessons; may utilize discussions, hands-on activities and working together.
Additional Materials Required
No other materials needed
Everything you need is included.
Other Materials Required
There are additional required resources that are a separate purchase.
Other Materials Optional
There are additional resources mentioned or recommended but are not absolutely necessary.
Consumable
Consumable
Designed to be written in; not reusable.
Non-Consumable
Not designed to be written in; reusable.