This book for elementary readers highlights the sequence of events from idea to a finished movie. Full-color photographs and a timeline support each step of the project's process, from writing the screenplay and hiring actors, to filming, editing, and finally the premiere. A glossary, further resources, and an index are included.
This book for elementary readers highlights the sequence of events from idea to a finished software application. Full-color photographs and a timeline support each step of the project's process, from the idea and coding a prototype to designing the app and uploading it to app stores like iTunes and Google Play. A glossary, further resources, and an index are included.
This book for elementary readers highlights the sequence of events from idea to a finished podcast Full-color photographs and a timeline support each step of the project's process, from writing the script and recording segments to finding a platform and uploading the finished episode. A glossary, further resources, and an index are included.
Harry Houdini escaped from handcuffs, straightjackets, jails, and boxes, sometimes while underwater. Willie Harris broke barriers for black stuntmen. Kitty O’Neil reached 618 miles per hour in a rocket car. This book features 12 thrilling stories about people who braved injury and worse to do impossible things. Each includes attention-grabbing photos and fascinating facts. Sidebars go beyond the basics, and prompts invite readers to think for themselves. Additional mini-stories encourage further exploration.
From Spain’s Antonio Gaudi to France’s Le Corbusier, Iraq’s Zaha Hadid, and America’s Norma Sklarek, the first black woman to get a degree in architecture, this book profiles 12 prominent architects from around the world. Each chapter includes attention-grabbing photos, biographical details, and fascinating facts. Sidebars go beyond the basics, and prompts invite readers to think for themselves. Additional mini-bios encourage further exploration.
The technology of taking pictures is brought to life with photo-driven design, clear text, and an integrated timeline, making this an excellent resource on the history of photography for elementary students. So much science went into that selfie! First, people had to figure out how light even worked. Then, a French guy smeared sticky black stuff on a silver plate and the black stuff hardened in sunlight. And we had our first picture. (It was not a selfie.) People tried new chemicals and lenses and film to take better, faster pictures. Then came the digital revolution. Cameras got into cellphones and now there are SO many selfies. Will 3-D bring our photos right into reality?
The history of movie technology is brought to life with photo-driven design, clear text, and an integrated timeline, making this an excellent resource for elementary students. It took 50 years from the invention of photographs to the magical motion of movies. In the 1890s, Thomas Edison’s company decided to make a camera that could take a bunch of pictures really fast. Next came silent films, talkies, and Technicolor. New technology gave us widescreens, 3-D, IMAX, and, finally, the digital revolution. How will virtual reality change movie-going in the future?
The Living Arts Library is specially designed to stimulate children's interest and imagination in all aspects of the international arts. The activity-based approach encourages readers to try for themselves a variety of skills and techniques.
The Living Arts Library is specially designed to stimulate children's interest and imagination in all aspects of the international arts. The activity-based approach encourages readers to try for themselves a variety of skills and techniques.
STEAM education is the backbone of learning worldwide as Science, Technology, Engineering, Art and Mathematics come to the fore of curriculum activity in schools across the globe. In this exciting and original series, 5 scientists (representing STEAM) come together to pool their knowledge as each one of them constructs a machine or piece of equipment that uses basic knowledge across the 5 sciences.
By completing these story-based projects, readers will gain a solid baseline in coding and have fun while learning. Build a slideshow, design a flag, create headlines that scroll across the bottom of newscasts, and more! Page Plus links to hands-on coding activities are included. These project-based titles are created in partnership with Vidcode, a rigorous and creative online coding platform designed for grades 4 and up that appeals as strongly to girls as to boys.
Create a filter, dress up a photo, share it with your friends! Beginning coders learn solid skills while they build their own filters. Page Plus links to hands-on coding activities are included. These project-based titles are created in partnership with Vidcode, a rigorous and creative online coding platform designed for grades 4 and up that appeals as strongly to girls as to boys.
Explore the future of fun! With virtual reality, augmented reality, holograms, and even digital smells, technology is already changing the world of entertainment. What other innovations will emerge to help people have fun?
Vehicles can take us around the block or into outer space! In this hands-on title, step-by-step instructions help kids fold a variety of origami vehicles, from a monster truck to the Batmobile. Accompanying text presents facts about each one, while tips and tricks help kids turn from paper folders into paper engineers!
The Great Wall of China spans more than 10,000 miles! It was built over many centuries, and it remains one of the world’s most famous landmarks today. This title for young readers explores the Great Wall’s original purpose, how it was built, and how it’s used today. Leveled text and fascinating photos bring the structure to life, while a map, a timeline, a comparison graphic, and a pop culture connection offer additional information about each structure.
From mock naval battles to gruesome gladiator fights, the Colosseum has hosted some of the world’s most shocking showdowns. But why was this ancient amphitheater built, and how did it survive 2,000 years? What is it used for today? This title explores the answers to these questions and more through fact-filled text and fascinating photos that bring readers up close with ancient Rome. Special features include a map, a timeline, a comparison graphic, a pop culture connection, and more!
This interesting title unfolds the art and science of paper engineering. Readers interested in crafting and designing patterns and structures will be inspired to create "Maker" projects using paper - a medium readily accessible to any classroom or library. Kids will learn about popular trends and possibilities in paper engineering, and how great engineers in many different fields often visualize and create their most amazing projects in paper models first. Readers are encouraged to experiment with their own ideas and create products that are unique to their visions.
Develop your STEAM skills as you design and build your very own theater and movie set. This book contains step-by-step projects that give you clear instructions to make every element a model theater and movie set needs, including sets, trap doors, and special effects.
Develop your STEAM skills as you design and build your very own space center! This book contains step-by-step projects that give you clear instructions to make every element a model space center needs, including a rocket and launch pad, Mars rover, and satellite.
Develop your STEAM skills as you design and build your very own castle! This book contains step-by-step projects that give you clear instructions on how to make every element a model castle needs, including battlements, jousting grounds, and secret rooms, which are fun to build.
Develop your STEAM skills as you design and build your very own amusement park! This book contains step-by-step projects that give you clear instructions on how to make every element a model amusement park needs, including a merry-go-round, ferris wheel, and roller coaster.
Using the AASL Standards Framework for Learners, the Create and Share: Thinking Digitally series provides younger readers with the necessary tools to successfully and safely navigate the digital world. In Sharing Photos Online, readers learn how to creatively take photos and safely share them online with friends and family. Activities throughout the book prompt students to think more deeply, be creative, share information and resources, and grow their knowledge. Book includes a table of contents, glossary, index, author biography, sidebars, and educational matter.
Using the AASL Standards Framework for Learners, the Create and Share: Thinking Digitally series provides younger readers with the necessary tools to successfully and safely navigate the digital world. In Recording Podcasts, readers learn how to creatively record podcasts and safely publish them online to share with friends and family. Activities throughout the book prompt students to think more deeply, be creative, share information and resources, and grow their knowledge. Book includes a table of contents, glossary, index, author biography, sidebars, and educational matter.
Using the AASL Standards Framework for Learners, the Create and Share: Thinking Digitally series provides younger readers with the necessary tools to successfully and safely navigate the digital world. In Creating Digital Videos, readers learn how to creatively shoot and edit videos and safely publish them online to share with friends and family. Activities throughout the book prompt students to think more deeply, be creative, share information and resources, and grow their knowledge. Book includes a table of contents, glossary, index, author biography, sidebars, and educational matter.
How did Edison help movies get started? What was Technicolor? How do 3-D glasses work? Who was Dar Robinson? Has a movie ever amazed you?