Search Results: 69 books from 1 publisher. Learn more

12 Suspenseful Mysteries

Samantha S. Bell (author)

Publisher: Amicus Publishing ISBN: 9781645820253

What happened to Amelia Earhart? Was there really an ancient city called Atlantis? What caused the fire in the sky over Siberia in 1908? This book features 12 puzzling mysteries, some centuries old, that remain unsolved. Yet people today still wonder about them and try to find answers. Each story 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.

12 Impossible Daredevil Stunts

Samantha S. Bell (author)

Publisher: Amicus Publishing ISBN: 9781645820246

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.

Video Games from Then to Now

Angie Smibert (author)

Publisher: Amicus Publishing ISBN: 9781645490494

Video game technology is brought to life with photo-driven design, clear text, and an integrated timeline, making this an excellent resource on the history of video games for elementary students. The saga of video games is rife with epic quests, thievery, and competition. It took Ralph Baer about 15 years to complete his quest to play video games on home TVs, finally selling the first gaming console. Then Atari stole his table tennis game and made Pong and arcade history. Shortly after, Atari would also ignite the console wars with its Atari 2600. From Spacewar! to Mario Bros. to Fortnite, gaming has gone from geek to mainstream, with top Esports winners taking home millions of dollars. With virtual reality, where will gaming go next?

Photography from Then to Now

Rachel Grack (author)

Publisher: Amicus Publishing ISBN: 9781645490487

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?

Phones from Then to Now

Angie Smibert (author)

Publisher: Amicus Publishing ISBN: 9781645490470

Telephone technology is brought to life with photo-driven design, clear text, and an integrated timeline, making this an excellent resource on the history of landlines and cell phones for elementary students. Once upon a time, no one carried a phone around. Phones plugged into a wall and you could only move as far as the cord let you. And it basically stayed that way for 100 years! When we finally got cordless phones, you still had to stay in your house to call. The first mobile phones weighed 80 pounds and had to be carried around in a car—hence the term car phone. The dawn of the cell phone was the 1980s with the Motorola Dynatec. Phones changed forever. Now we have smart phones in our pockets!

Movies from Then to Now

Rachel Grack (author)

Publisher: Amicus Publishing ISBN: 9781645490463

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?

Computers from Then to Now

Angie Smibert (author)

Publisher: Amicus Publishing ISBN: 9781645490456

Computer technology is brought to life with photo-driven design, clear text, and an integrated timeline, making this an excellent resource on the history of computing for elementary students. Back in the 1950s, computers were only for employees of the government and universities. They were way too expensive for the average person. In 1975, the Altair 8800 kit made them affordable. It also inspired a guy named Steve Wozniak to start Apple Computers with his friend Steve Jobs. Then came mice, GUIs, MacIntosh versus PC, and the World Wide Web. In the 2000s, computers got into cell phones and now everyone carries a computer in their pocket. Where will artificial intelligence take computers in the future?

Hailstorms: Causes and Effects

Kaitlyn Duling (author)

Publisher: Amicus Publishing ISBN: 9781645822219

Get the facts about the dangers and destruction caused by hailstorms in 12 in-depth chapters that include hailstone size, formation, forecasting, and cloud seeding. Includes safety tips, statistics, sidebars, and critical thinking questions, plus editor-curated online resources for up-to-date information.

Do You Really Want to Meet Edmontosaurus?

Annette Bay Pimentel (author) Daniele Fabbri (illustrator)

Publisher: Amicus Publishing ISBN: 9781681517926

A young child adventures back in time to 70 million years ago to meet an Edmontosaurus, learning about this dinosaur's babies, its diet, and how it stayed warm in its cold habitat. This illustrated narrative nonfiction title includes a map of fossil findings, glossary, and further resources.

Do You Really Want to Meet Iguanodon?

Annette Bay Pimentel (author) Daniele Fabbri (illustrator)

Publisher: Amicus Publishing ISBN: 9781681517933

A young child adventures back in time to 125 million years ago to meet an Iguanodon, learning about what this dinosaur ate, its size, and how it traveled in a herd. This illustrated narrative nonfiction title includes a range map, glossary, and further resources.

Do You Really Want to Meet Allosaurus?

Annette Bay Pimentel (author) Daniele Fabbri (illustrator)

Publisher: Amicus Publishing ISBN: 9781681517902

A young child adventures back in time to 152 million years ago to meet an Allosaurus, learning what they ate, its size, and how even this big dinosaur sometimes got hurt. This illustrated narrative nonfiction title includes a map of fossil findings, glossary, and further resources.

Do You Really Want to Meet Diplodocus?

Annette Bay Pimentel (author) Daniele Fabbri (illustrator)

Publisher: Amicus Publishing ISBN: 9781681517889

A young child adventures back in time to 150 million years ago to meet a Diplodocus, learning what sounds this dinosaur made, its size, and what it ate. This illustrated narrative nonfiction title includes a map of fossil findings, glossary, and further resources.

Do You Really Want to Meet Spinosaurus?

Annette Bay Pimentel (author) Daniele Fabbri (illustrator)

Publisher: Amicus Publishing ISBN: 9781681517896

A young child adventures back in time to 100 million years ago to meet a Spinosaurus, learning how they looked, where it lived, and how they hunted other dinosaurs for food. This illustrated narrative nonfiction title includes a map of fossil findings, glossary, and further resources.

Do You Really Want to Meet Ankylosaurus?

Annette Bay Pimentel (author) Daniele Fabbri (illustrator)

Publisher: Amicus Publishing ISBN: 9781681517919

A young child adventures back in time to 66 million years ago to meet an Ankylosaurus, learning about what this dinosaur looked like, its diet, and how it used its clubbed tail to stay safe. This illustrated narrative nonfiction title includes a map of fossil findings, glossary, and further resources.

Forgotten History of Everyday Inventions

Patricia Hutchison (author)

Publisher: Amicus Publishing ISBN: 9781632357052

Brings to light 12 forgotten everyday inventions including how pie tins inspired the ever-popular Frisbee; how an engineer's walk in the woods with his dog led to the creation of Velcro; how basketball was invented because young men at a YMCA were restless during a blizzard; and more The book features historic photos, interesting sidebars, and thought-provoking prompts.

12 Immigrants Who Made American Technology Great

Tristan Poehlmann (author)

Publisher: Amicus Publishing ISBN: 9781632356932

Introduces readers to inspiring immigrants whose technology contributions made our country great. From Scotland's Alexander Graham Bell, founder of Bell Telephone and AT&T, to South Africa's Elon Musk, founder of aerospace manufacturer SpaceX and auto company Tesla, to Austria's Maria Telkes, best known for her invention of the first solar-powered heating system, each profile is presented in a clear, historical context with an emphasis on their legacies.

The 12 Worst Tornadoes of All Time

Marcia Amidon Lusted (author)

Publisher: Amicus Publishing ISBN: 9781632356604

Presents readers with the 12 worst tornadoes of all time. Each chapter provides historical facts, the strenth of each tornado, and why they were the worst. Features full-color photos, compelling text with interesting facts, and a 'Staying Safe' section that covers safety procedures in the event of a tornado.

Follow that Tap Water!: A Journey Down the Drain

Bridget Heos (author)

Publisher: Amicus Publishing ISBN: 9781681510804

A child washing the dishes wonders where the water goes, and the story follows water drops as they travel to through the city sewer system, treatment plant, and back again. Includes "Recycle it Yourself" activity and further resources.

Do You Really Want to Walk in the Dark?

Daniel D. Maurer (author)

Publisher: Amicus Publishing ISBN: 9781681510729

Two boys walk home in the dark after their flashlight goes out and learn about light, light sources, and properties of light. Includes two hands-on experiments and further resources.

Follow that Garbage!: A Journey to the Landfill

Bridget Heos (author)

Publisher: Amicus Publishing ISBN: 9781681510811

A child watching a garbage truck pick up the trash wonders where it goes, and the story follows two garbage bags as they travel to a transfer station and then to a landfill. Includes "Recycle it Yourself" activity and further resources.

Follow that Bottle!: A Plastic Recycling Journey

Bridget Heos (author)

Publisher: Amicus Publishing ISBN: 9781681510828

A child tosses a plastic bottle in a recycling bin and the story follows that plastic bottle to through the process of recycling until it becomes a new bottle again. Includes "Recycle it Yourself" activity and further resources.

Follow that Paper!: A Paper Recycling Journey

Bridget Heos (author)

Publisher: Amicus Publishing ISBN: 9781681510835

A child tosses old homework paper into a recycling bin and the story follows that paper through the process of recycling until it becomes usable paper again. Includes "Recycle it Yourself" activity and further resources.

Do You Really Want to Skate on Thin Ice?

Daniel D. Maurer (author)

Publisher: Amicus Publishing ISBN: 9781681510705

Two children go ice skating, fall through thin ice, and once they are safely home, they learn more about how matter changes state from solid to liquid to gas. Includes two hands-on experiments and further resources.

Do You Really Want to Drive in a Blizzard?

Daniel D. Maurer (author)

Publisher: Amicus Publishing ISBN: 9781681510712

A girl and her family debate whether they should drive in bad weather, and the girl learns about how meteorologists predict the weather. Includes two hands-on experiments and further resources.

Do You Really Want to Yell in a Cave?

Daniel D. Maurer (author)

Publisher: Amicus Publishing ISBN: 9781681510682

Two children explore a cave and learn about echoes, sound waves, and properties of sound. Includes two hands-on experiments and further resources.