With more than 100 million players around the world, Minecraft is one of the most popular video games of all time. Its unique design encourages players to use their creativity and problem solving skills to build entire worlds from scratch. In this book, readers will learn all about MINECON, the annual convention of Minecraft players and game designers where big things are always sure to happen. Includes table of contents, glossary, and index--as well as sources for further reading.
With more than 100 million players around the world, Minecraft is one of the most popular video games of all time. Its unique design encourages players to use their creativity and problem solving skills to build entire worlds from scratch. In this book, readers will discover how creative players have built a massively-multiplayer online version of Minecraft where huge groups of players can explore and create together. Includes table of contents, glossary, and index--as well as sources for further reading.
With more than 100 million players around the world, Minecraft is one of the most popular video games of all time. Its unique design encourages players to use their creativity and problem solving skills to build entire worlds from scratch. In this book, readers will get an introduction to Minecraft Story Mode, the adventure game series that allows players to direct the course of a thrilling story set in the world of Minecraft. Includes table of contents, glossary, and index--as well as sources for further reading.
With more than 100 million players around the world, Minecraft is one of the most popular video games of all time. Its unique design encourages players to use their creativity and problem solving skills to build entire worlds from scratch. In this book, readers will learn how they can use virtual reality technology to explore Minecraft in a whole new way. Includes table of contents, glossary, and index--as well as sources for further reading.
From simple board games to the latest in video game technology makers are hard at work designing fun new ways to play. Readers will discover new processes, integrate visual information with text, and and learn technical word meanings as they find out how games are designed and what makes a good game. They will also learn how to plan and create games of their own.
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!
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.
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.
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.
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!
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 Hello Kitty first appeared on a coin purse in 1974, Sanrio has grown the brand into a worldwide phenomenon! The famous white cat character has made a name for herself by appearing on everything from pencils to airplanes. This title explores Hello Kitty’s rise to fame and what we can expect from the brand in the future.
Minecraft - its 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.
In this interesting title, readers learn about the process of manufacturing toys and the materials that are used. Environmental issues and working conditions are revealed, shedding new light on where todays childrens favorite toys come from. Readers will also learn about new efforts companies are making to provide their workers with fair wages and safe working conditions around the world.
The world of gaming has changed a lot since the days of Pong and PacMan. Asking Questions about Video Games gives young readers a look at the technology behind today's games, the messages they send, and what they say about our values as a culture. 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.
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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.
For most of the 1800s, children were considered small, unruly adults who needed to be strictly disciplined and put to useful work as soon as they were able. The very concept of childhood itself, as a carefree, innocent time, is a result of increasing economic stability and changing family roles in the 1800s. Before child welfare laws were enacted and compulsory education enforced, children made up an important part of the industrial and agricultural workforce in 1800s America. Toys and time for games and fun may have been a luxury, but kids will be kids, and the adults that loved them made sure their lives werent all work and no play. The establishment of public schools, more humane working conditions, and expanding economic opportunities helped improve the life of Americas children in the 1800s, but they worked hard and their pleasures were simple ones.
With a sixday workweek, long hours on the job, and the hard labor required to keep house, leisure time was precious in the 1800s. Without recorded music, radio, movies, TV, video games, or the Internet, Americans had to make their own fun, and most of it was simple and very low techsinging around the family piano, visiting with neighbors, or picnicking in the woods. In the bigger towns and cities, theaters offered live, professional entertainment ranging from classic plays to raucous minstrel shows. In the smaller towns and rural areas, people waited anxiously for those few times a year when a traveling show or circus might come through the area. As the 1800s progressed, leisure time and economic resources increased for many Americans and a more sophisticated public demanded new and more exciting amusements. Read all about America at play in the 1800s!
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.
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.