Using the fun, interactive world of Minecraft and key concepts in STEAM, two teachers developed the Minecraft and STEAM series to be used in and out of the classroom. In Minecraft and STEAM, students discover that Minecraft isn't just a game, it's a tool that can be used to learn about real-world science, technology, engineering, art, and math. Sight and Sound in Minecraft: Art focuses on art but includes other STEAM concepts in the sidebars. Includes table of contents, glossary, index, sources for further reading, and an extension activity.
From creating their own art tools to making a screen print unique to their personal style and vision, this title helps readers express their creativity through the various forms of printmaking. Using clear methods, engaging photographs, and non-toxic materials, readers will learn the techniques of printmaking and be inspired to experiment with their own designs and ideas.
Smartphones put a camera in just about everyone’s pocket, but it hasn’t always been so easy to take a snapshot. The 18th century brought a new innovation that allowed people to easily preserve a moment in time. That innovation carries on today! Through informative text, fun facts, and special features, this fascinating title explores how the camera was invented and how it continues to develop!
NASA Takes Photography into Space considers the work of NASA photographers as they began exploring space. Using many stunning, full-page photos, it examines the photography’s contributions to NASA’s overall mission, including how space exploration has pushed photography technology forward. Features include a glossary, references, websites, source notes, and an index. Aligned to Common Core Standards and correlated to state standards. Essential Library is an imprint of Abdo Publishing, a division of ABDO.
Careers in architecture and construction involve designing, planning, managing, building, and maintaining structures. This book highlights a variety of specialized jobs with promising growth potential. Find out what path you need to follow in education and training to reach your dream job.
Tom Cruise performed his own stunts for the film Mission Impossible: The Ghost Protocol, which included dangling 1,700 feet from the world’s tallest building! Students will explore the extreme amount of planning, equipment, training, and expertise that goes into the stunts performed in films as they dive into this action-packed title.
The action of the big screen--car crashes, torrential rainfall, ships sinking--is the work of special effects! Directors and crews use anything they can to create a real and captivating experience. Enormous models, airplane engines, controlled fires, and much more create the excitement we all crave! Young readers will marvel over this behind-the-scenes look at how movies are made.
Learn how to read and construct statistical graphs and prepare for a concert! This fun story will engage readers as they master bar graphs, circle graphs, line graphs, histograms, and line plots. This engaging title features eye-catching images, exciting practice problems, easy-to-read text, STEM themes, clear mathematical charts and diagrams, and an accessible glossary and index. This title shows how simple, useful, and fun statistical graphing can be! Students will feel encouraged to see how they can use graphs to plan events of their own!
Each Origins: Whodunnit: Heists eShort is a single chapter from the full Heists title, packaged as a mini eBook. Heists eShorts include Bank Heists, Art Heists, Heists and Hostages, and Cash and Jewel Heists.
Gaming is focused in this STEAM driven title for students addressing all the jobs and cutting edge techniques used in the development of video games.
This book gives insights into the processes involved in creating and braodcasting television shows, and explains how each STEAM field is involved.
Photography is the focus of this STEAM driven title in the world of photography by taking a look at the improvements in equipment.
Food advertising is seemingly everywhere. But what messages are advertisers sending when they try to get consumers to purchase their products? Asking Questions about Food Advertising looks at who pays for ads, their intended targets, and the tricks of the trade used to influence consumers' decisions. Case studies prompt inquiry, further thinking, and close examination of specific issues. Additional text features and search tools, including a glossary and an index, help students locate information and learn new words.
In this book, students see the NextGen Science process at work in a real-world situation. Readers practice close reading as they look for clues that will lead to a deeper understanding of structures and engineering. The NextGen Science process pushes students to apply critical thinking as they learn new methods of exploration and build on concepts they may already know. Additional tools, including a glossary and index, help students learn new vocabulary and locate information.
Turn old fleece into something new and exciting with Hacking Fashion: Fleece. Students learn the art of innovation through detailed explanations and hands-on activities built to foster creativity and problem solving. Fun, engaging text introduces readers to new ideas and builds on maker-related concepts they may already know. Additional tools, including a glossary and an index, help students learn new vocabulary and locate information.
Scratch helps children design computer games, animations, and interactive stories from the ground up and share them with people around the world. In this book, students explore Scratch through detailed explanations built to foster creativity and problem solving. Fun, engaging text introduces readers to new ideas and builds on maker-related concepts they may already know. Additional tools, including a glossary and an index, help students learn new vocabulary and locate information.
With projects ranging from posters to clothing, this book helps readers explore the art of silk screening. Students learn through detailed descriptions built to foster creativity and problem solving. Fun, engaging text introduces readers to new ideas and builds on maker-related concepts they may already know. Additional tools, including a glossary and an index, help students learn new vocabulary and locate information.
Walk down the street of just about any city in the world and you will see someone listening to music on an MP3 player. This book will introduce readers to the history behind the development of MP3 Players and take them on a journey to companies around the world where they are manufactured.
From sound effects in video games and movies to surround-sound theatres, this fact-filled book explores the many ways audio engineers apply the science of sound. Readers will explore how sound travels and the characteristics of sound waves. Readers will also learn how to combine their understanding of sound science and the engineering design process to tackle a design challenge of their own.
Music, movies and television, sports all make use of sound engineers. This book describes the tasks and expectations of this cool job.
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.
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.
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.
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 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.