Play outside! Tex and Indi plant tomato seeds, play catch in the park, and go for a picnic. At the beach they make a new friend. After swim class, Tex and Indi pretend to be frogs. Stories by Lissa Rovetch.
Fun with Lulu! Lulu acts like different animals, rides an imaginary train, plays dress-up, and saves the day with her flashlight. Stories by Eileen Spinelli and Highlights for Children.
Playtime! Grandpa gets creative to make Bert and Beth play together. Grandpa reads a bedtime story. Bert and Beth make bath time fun with their imaginations. Bert and Beth play basketball with their friends. Stories by Valeri Gorbachev.
Silly Fun! Tommy and Mabel play a game of "keep it in the air." The Timbertoes try riding a unicycle. Tommy and Mabel go snow shoeing. Mabel digs a whole, try to guess what she plans to do with it. Stories by Rich Wallace and Marileta Robinson.
Reading! Mike gets his first library card. Megan and her classmates prepare for story time. Tex and Indi join a summer reading program at their local library. Toby writes a book report and learns that you shouldn't judge a book by its cover. Stories by LaDonna Frankenheim, Marianne Mitchell, Lissa Rovetch, and John J. Bonk.
Make the best of a cold day with Spot! Spot plays outside on a windy day. In autumn Spot collects different color leaves. When it snows, Spot plays outside, watches snowflakes, and makes a snowball. Stories by Marileta Robinson and Highlights for Children.
Explore with Spot and Splinter! Spot searches for Splinter in a game of Hide and Seek. Spot and Splinter go for a walk and discover that crossing the stream on a log is not easy. Splinter discovers a ball of yarn is fun to play with. Spot and Splinter surprise their friends. Splinter helps Spot remove burrs from his coat after a day of exploring in the woods. Stories by Marileta Robinson and Highlights for Children.
Finding solutions! See what Elijah can do with only a cardboard box and a little creativity. Learn about the difference between building a Lincoln Log cabin and a log home. Watch as Tex and Indi rescue their cat Cow from a tree. Find out how the three little worms make a beautiful bookcase. Discover all that you can build with toothpicks, glue, and your imagination. Stories by David L. Roper, Linda Haas Manley, Lissa Rovetch, and Highlights for Children.
Imagination! Anita builds a creative fort. A bucket can be anything you desire. Zoey plays dress-up at school. She decides to be a cowgirl and then creatively builds a horse. The read a fun story about misunderstanding idioms and imagination taking over. Stories by Highlights for Children, Alexander Mercer McCarren, and Tiffany Alenefelt.
Activities are better together! There are so many fun things to do. How will you spend your day? Enjoy a poem about a visit from Grandma. Then read about animals all having fun on a teeter-totter. Then Tex and Indi go to an art museum and find inspiration. Stories by Lissa Rovetch, Vijaya Bodach, Sherry Shahan, and Eileen Spinelli.
Find out how board games and card games have changed over the years. Then learn how to play some of the more popular games as well as make several of your own.
Make your own electronic devices. Turn on a light with pencil lead, run a clock with potatoes, experiment with play dough power, make touchscreen gloves, and transform a shoe box into a lamp. Who knew circuits could be so much fun?
Do you know when the first video game was made? Which games were the biggest hits? Which game company secretly created its own competitor? These facts, and many more, are part of the fascinating history of video games! Featuring TIME content, this high-interest nonfiction e-book builds critical literacy skills and academic vocabulary and is purposefully leveled to engage different types of learners. Developed by Timothy Rasinski and Lori Oczkus, the text includes a table of contents, captions, glossary, index, and images to deepen understanding. The detailed sidebars feature fun facts that develop higher-order thinking. The Try It! culminating activity provides additional language-development activities. Aligned with McREL and WIDA/TESOL standards, this text features complex content appropriate for middle school students.
Readers are introduced to mathematical concepts like ratios, proportions, and percentages in this adventurous title that centralizes around an exciting road trip! Through stunning photos, engaging sidebars, STEM topics, helpful mathematical diagrams, and challenging practice problems, readers will be excited to put their developing mathematical skills to good use!
Readers won't have to disassemble their favorite toys to discover what makes them work. This book explores electric, magnetic, and motion-powered toys from design to function. It introduces readers to six simple machines and explains how they use force and motion to do work. Not every toy is a technological marvel. Readers learn about time-honored favorites including the rocking horse, Slinky, and rattles.
Each Flash Points: Power On! eShort is a single chapter from the full Flash Points: Power On! title, packaged as a mini eBook. Flash Points: Power On! eShorts include The Telephone, The First Fireside Chat, Video Game Advancement, and The Future of Smartphones.
Pikachu could be called the mascots of the Pokémon brand, as the short, yellow furballs are the most recognizable of hundreds of characters. This book for growing readers tracks the birth of the Japanese pocket monsters chased all around cities by Pokémon Go players.
The brotherly trio of George, Charles, and Edward Parker built the Parker Brothers game brand. George, the youngest, was the inventor of the bunch. His board game Banking set the company in motion in 1883. In this business biography, young readers will learn what can happen when someone rolls the dice with an idea.
Netflix has played a role in making binge-watching a thing. Seventy percent of its users watch television series episode after episode after episode in one sitting! This children’s book rewinds Netflix back to its beginning, when the focus was mailing DVDs, and then expands upon the company’s growth over a decade.
The Power Rangers are a diverse team! Throughout its history, the team has featured members from a wide variety of backgrounds. Each of the brand’s many television series and movies boost its message of teamwork and inclusion. Young readers will marvel over this popular brand’s uprising and continued success!
Since the 1980s, the My Little Pony brand has worked to spread a message of friendship and happiness to its many fans around the world. In addition to its toys and television, My Little Pony has taken its mission to the streets through campaigns such as the International Day of Friendship. This title gallops through the history and development of the cute and positive brand!
Since its introduction in the 1970s, hip-hop has become a way of life. This title takes an inside look at the groups of hip-hop. Hip-Hop Groups follows the careers of hip-hop’s top group acts, examining their contributions to the genre as it burst into the mainstream and went global. Features include a timeline, a glossary, essential facts, references, websites, source notes, and an index. Aligned to Common Core Standards and correlated to state standards.
From the start, American Girl has cared about representing diversity with its dolls. Its original young girl dolls—Samantha, Kirsten, and Molly—were introduced at a time when it was difficult to find dolls not in baby form. In this title, growing readers are likely to see dolls that look a lot like them!
Minecraft - it's a game that everyone knows. Either they play it now, used to play it, or know someone who plays it. It is the kind of game that inspires worlds. Markus Persson was a quiet kid in school. He didn't play sports or go on dates, but instead spent time learning how to write computer code. His talent created one of the most popular games in history. Find out why in this story about a young man who had a brand new idea.
The video game is fresh out of the packaging, but what happened before that to get that game into your hands? The Economics of a Video Game takes a fascinating look at the production process and financing of a video game. Various links in the economic chain include development of a prototype, pitching the game to a publisher for funding, development of the software by designers and programmers, testing, advertising, trade shows demonstrations, packaging, and distribution.