Technology Today 4 Title Set
With 25 Science Projects for Kids
How does a car move from one place to another? How do cranes lift such heavy objects? From ancient times to now, engines have powered people’s lives. Engines! With 25 Science Projects for Kids invites readers ages 7 to 10 to explore engines and deepen their understanding of the history of engines, what makes them$14.95 - $19.95
The Stories Behind the People Who Shaped the World with 25 Projects
In Innovators: The Stories Behind the People Who Shaped the World with 25 Projects, readers ages 9 to 12 learn about the people behind some of the products, processes, and improvements that produce the reality in which we live. Encourages readers to connect historic innovations to current products and processes. Enrichment activities integrate STEAM skills$8.45 - $11.45
Design and Code Your Own Adventure with 17 Projects
What does the 13,000-year-old mancala game have in common with today's Minecraft? They both require logic, critical thinking skills, and creativity! In Video Games: Design and Code Your Own Adventure, readers discover that the video games they play today have their roots in the games kids played in the deserts of Ancient Egypt, and they'll$17.95 - $22.95
With 25 Science Projects for Kids
Look up, up, up! How do skyscrapers get so tall? Skyscrapers are amazing feats of engineering that kids (and adults!) find fascinating. How do they get so high? How do they stay standing? Who is involved in designing and building these gravity-defying structures? In Skyscrapers! With 25 Science Projects for Kids, children ages 7 to 10 learn$14.95 - $19.95
Praise for Books in Series:
School Library Connection
“Part of the Technology Today series, this title is a solid, well-written, and nicely formatted introduction to the concept of data as it exists in our world. Mooney's book is comprehensive in scope, but clear and organized in delivery, explaining the history, nature, and ever-expanding extent of data, and the purposes of data collection, recoding, and analysis. A basic timeline, for instance, beginning with the 1085 census recorded in the Domesday Book and ending with the mention of the 2.2 billion monthly users of Facebook, is supplemented in the text by information about the history and development of computers and their growing ability to collect, record, and store vast amounts of data. The author describes both the sources and uses of big data in such areas as business, medicine, and city planning, and discusses issues related to privacy, security, abuse, and theft. Further definitions and additional facts are provided in sidebars, and various QR codes link to primary resources and other materials. The related activities are engaging, well-explained, and instructive, although a few require a degree of prior knowledge. These are used to illustrate concepts, such as binary numbers and processes or data collection through polls. While the text and some of the activities are accessible and appropriate for an independent reader, use of this book is best suited for a classroom or club in which readers could find partners to work with, others to poll, and an audience for presentations. For those settings, this title would be an excellent purchase indeed. Glossary. Highly Recommended”
CLEAR Review (Clermont County Public Library)
"Written in a conversational style, Industrial Design introduces its subject through examples such as the iPod, the electric light, Thonet’s chair, the VHS/Betamax showdown, and the toilet. Topics include the design process, evaluating products, copyright and intellectual property law, market competition, electronics, and the use of CAD. Challenges and the future of design are also discussed. The text includes questions to get readers to think about industrial design and its implications. Other features of the text include a comic strip at the beginning of the chapter to introduce the theme, timeline, a glossary sidebar, facts, and QR codes that lead to internet resources. There is a glossary and list of electronic and book resources after the main text as well. Activities are included at the end of each chapter that give the student a thorough grounding in the topic’s concepts.
Intended for ages ten through fifteen, Industrial design provides excellent science fair ideas and material, though it would also be useful for the STEM educator. Recommended."
Detailed Book Description
Titles in this set include:
- Big Data: Information in the Digital World with Science Activities for Kids,
- Artificial Intelligence: Thinking Machines and Smart Robots with Science Activities for Kids,
- Projectile Science: The Physics Behind Kicking a Field Goal and Launching a Rocket with Science Activities for Kids,
- Industrial Design:Why Smartphones Aren't Round and Other Mysteries with Science Activities for Kids.
Guided reading levels for this set are all Z to Z+
TABLE OF CONTENTS