Television has been commercially available since the late 1930's. But today's television is very different from the TV our grandparents knew. Using a product that kids are familiar with, television, this book introduces kids to the concept of innovation and its impact on their everyday life.
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.
Learn how the European Renaissance came to be! See those most notably involved in this fascinating era. Take a look inside a typical Renaissance home. Follow along as great strides were made in trade, exploration, religion, architecture, and the arts.
Great Ideas of the Renaissance surveys the major advances that were made in art, architecture, sculpture, science, medicine, transportation, and culture. Merchants, monarchs, and religious leaders all promoted and encouraged creativity, and artists, scientists, and great thinkers pushed back the frontiers of philosophy, the arts, mathematics, and technology.
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.
From the five lines on a music staff to the seven colors of the rainbow, all the way up to the famous 100th day of school, Number 1 Teacher: A School Counting Book takes a by-the-numbers approach to helping young readers understand and identify many of the concepts and lessons they'll learn in elementary school. There are 3 forms of matter we learn in science class-- One is liquid; two is solid; and the third is gas. Geography, music, and how to tell time are just a few of the many topics featured.
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.
A very simple introduction to pianos, their history, what they sound like, what they look like, and how they are played.
It’s fall and it’s time to make a mural.
This book discusses different STEM jobs found in the movie industry, from computer animation to motion capture engineers.
This book discusses different STEM jobs found in the fashion and beauty industry, from designer to chemist.
This title provides an introduction to form as an element in art. Readers will learn that many different three-dimensional forms are part of our world and are used in numerous ways by artists. They will also learn how artists can make objects look three-dimensional in a two-dimensional artwork.
A look at potential future developments in architecture, including self-contained cities, as well as computerized blueprints and other technologies that are currently considered state-of-the-art.