Radio has been commercially available since the late 1800's. But today's radio is has evolved greatly over the last 200 years. What factors drove this evolution? Using a product that kids are familiar with, radio, this book introduces kids to the concept of innovation and its impact on their everyday life.
Photography is so much a part of life today that the average person my encounter more than 1,000 camera images a day. Cameras are now integrated with cell phones, digital images can be sent instantly to almost anywhere in the world. How is this possible? Innovation! This book helps students understand the role innovation has played in the development of the camera.
Kids have always loved movies. But the way they make, access, buy, and listen to movies has changed radically over the years. What has driven this change? Innovation! This book uses Movies to get students to think critically about the impact of innovation.
Somewhere along the way, something happened to give art that crucial kick that gave life to still images: motion. The art of animation, both hand-drawn and computer-animated, has a long and rich history spanning nearly a century of experimentation and innovation. This book helps students understand the role innovation has played in the development of animation industry.
Kids have always loved music. But the way they make, access, buy, and listen to music has changed radically over the years. What has driven this change? Innovation! This book uses music to get students to think critically about the impact of innovation.
This books helps students learn how to harness the power of video to inform and entertain. Includes background information and practical hands on activities.
An instructional guide created for youngsters tells them what they need to know to begin podcasting. It includes text and hands on activities designed to educate and entertain young readers.
An instructional guide created for youngsters tells them what they need to know to capture and share those special events digitally.
Part of the Career and Tech Education series, this book explains many aspects of the job of a Multimedia Artist and Animator, including training and skills needed.
This book teaches readers how to plan and write lab reports. They will discover how to use the scientific method to perform experiments, how to collect and organize data, and how to present their findings in a clear and compelling way using temporal words and descriptive language appropriate to the task. A variety of exciting activities provide hints and tips along the way to help students introduce a topic, write using precise language, incorporate facts and details, and draw evidence from their data.
Learn how to think critically about the design of things you want to make. Readers will learn to analyze the efficiency of their plans, while still feeling encouraged to push forward with new ideas. Photos, sidebars, and callouts help readers draw connections between new concepts in this book and other makers-related concepts they may already know. Additional text features and search tools, including a glossary and an index, help students locate information and learn new words.
Learn how to create computer-generated 3D models like the ones used in video games and animated films. Readers will blend their art and technology skills as they learn how to use the program SketchUp. Photos, sidebars, and callouts help readers draw connections between new concepts in this book and other makers-related concepts they may already know. Additional text features and search tools, including a glossary and an index, help students locate information and learn new words.
Discover how technicians create the stunning special effects in your favorite movies.
Learn how to shoot, edit, and publish videos.
Describes how music reaches your home, from recording, to storage to transmissions.