Learn how to build snow forts with these fun activities.
Readers will learn what it takes to succeed as a video game designer. The book also explains the necessary educational steps, useful character traits, potential hazards, and daily job tasks related to this career. Sidebars include thought-provoking trivia. Questions in the backmatter ask for text-dependent analysis. Photos, a glossary, and additional resources are included.
Introduces readers to the cool career of video game designer by giving a better understanding of this cool job.
Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.
From the arcade to the home, Nintendo brings adventure and innovation to the gaming world. The plumber with overalls and a red hat is one of the brands most well-known characters. Eager readers can uncover the origins of Mario and all his friends in this title about Nintendo.
Nearly fifty years ago, Reyn Guyer created the original Nerf ball. The lightweight toy appealed to many because it couldn't cause any damage! Since then, Nerf has blasted its way to becoming one of Hasbros top brands. Learn more about the evolution of Nerf in this fun book for active minds.
This book teaches readers how to plan and write comic books. They will discover ways of brainstorming ideas for a comic book story, how to outline a plot using a three-act organizational structure, how to incorporate dialogue and descriptions, and how to write clear and detailed instructions for an artist to draw the accompanying illustrations. A variety of activities provide hints and tips along the way to support the process of planning, organizing, and writing the narrative of a comic book story.
Around the world, makers come together to share their ideas and inventions at Maker Faires. Readers will integrate visual information with text and learn technical word meanings as they read what it is like to visit these incredible events and see some of the world's most innovative new projects. They will also find out how to volunteer at Maker Faires or event plan their own maker events.
Makers often come together to form communities where they can exchange ideas and equipment. Readers will set foot in some of the world's most interesting makerspaces and see what kinds of tools makers use to create their projects. They will also learn how to find makerspaces of their own.
Kids learn to safely bake and decorate cupcakes, cookies, and cakes for special occastions using the illustrated step-by-step directions.
Almost any game you play needs math. From poker to computer games, from video games to board games, math has a role to play. Game Math will help you understand your favorite games better. You may even find you're a better player when you understand the math behind the rules!
This two-part book program offers activities to supplement standard U.S. history classroom textbooks. Lessons can stand-alone or coordinate with any text. Activity pages include basic concepts, graphs, maps, vocabulary comprehension, and nonfiction informational excerpts that help make meaningful connections with historical concepts, facts, and ideas. Reproducible Books include table of contents and answer keys.
The reproducible lessons in this series were designed for students who still have trouble understanding what they read. All lessons (16 in each reproducible) feature a two-page reading selection followed by four pages of correlated exercises. The emphasis is on variety for maximum interest and involvement--covers traditional reading comprehension skills, language arts skills (e.g. vocabulary, syllabication, variant word forms, etc.) and critical thinking skills.
This title examines the remarkable lives of Fusajiro Yamauchi and his grandson Hiroshi Yamauchi and their work building the groundbreaking company Nintendo. Readers will learn about the Yamauchis’ backgrounds and education, as well as their early careers. Also covered is a look at how Nintendo operates, other key employees, and issues the company faces, such as developing new gaming software, facing competition, and expanding into global markets.
This book describes the most current and popular video games, the history of video games, how they work, and the impact they might have on our future.