Find out what surfers need to know to have fun and stay safe in the water in this engaging nonfiction reader! Invite readers to learn about the history of surfing, surfing culture, what equipment is needed, and more using vibrant images and informational text in conjunction with math skills and upper-level features such as chapter format, a glossary of terms, and an index.
A young monster who takes her sister’s tablet computer without asking gets a lesson in online etiquette and appropriate use of electronics.
A colorful survey of Ferris wheels, including their cars and other features, descriptions of the ride experience, and a brief history. Famous Ferris wheels such as the London Eye are spotlighted.
Simply describes the forces of friction and other physics concepts using common toys such as bicycles and yo-yos. Includes experiments.
Describes the scientific concepts of heat, melting, freezing, and boiling using everyday cooking examples. Includes experiments.
Introduces the concept of energy, how we use it, and earth friendly ways kids can help conserve it and save the earth on a daily basis.
Bridget and her friends, Eric and Emma, get a chance to use a research drone for a project at school. When Eric and Emma start acting weird around her, Bridget decides to use the drone for a different reason, and the secret she discovers isn’t what she was expecting.
To prove she’s still the tech expert at Blue Lake Junior High, Bridget agrees to write a review of a secret cutting-edge tablet that her dad’s company is developing. When Bridget’s post goes viral, however, the secret’s out, and the trouble begins.
After a bad first soccer practice, Bridget feels pressured to get in better shape. She hopes a new fitness gadget will help her reach her fitness goals. Instead, it leads to a fierce competition, and it affects a friendship. Is Bridget’s latest tech passion pushing her too far?
Bridget and her friend Emma are surprised by the attention they receive at school after the launch of their e-zine, Cyber Hills Holler. So when a classmate starts up a competing site with edited photos of their classmates, they decide to fight back to retain their newfound popularity. Not everyone is happy with the results.
Meet a girl and her robot Dot who likes to do a lot, while learning words in the –ot word family.
Ava teaches her younger brother Noah that the brain is like a computer, controlling the body through the spinal cord and the nerves.
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.
With the latest advances in GPS technology and online map software, exploring the world is easier than it's ever been. Readers will find out what digital maps are and learn how to use them in a variety of situations.
As they become more common and more powerful, 3D printers are allowing makers everywhere to bring their ideas to life. Readers will discover new processes, integrate visual information with text, and learn technical word meanings as they discover how 3D printers work and how makers are using them today. They will also learn how to create their own inventions from 3D computer models.
Did astrophysicist Neil deGrasse Tyson really kill the planet Pluto? Not exactly, although he admits he did "drive the getaway car." He was a teenager when some insisted that comet was going to destroy the world. He disagreed - it would simply be a great chance to take some cool photos - and he was right. When DC Comics needed someone to find Superman's home planet, they called him. See why people turn to Tyson, one of the world's most famous scientists, for his thoughts on the universe.
This title introduces little readers to tools they might find on the farm. Complete with a More Facts section and bolded glossary terms. Readers will gather basic information about farm tools through easy-to-read, simple text alongside beautiful full-bleed photographs. Translated by native Spanish speakers. Aligned to Common Core Standards and correlated to state standards.
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.
In 1920, the first collegiate football game was broadcast on Radio. Today, many sports actually allow viewers to control which camera picture they see. How has this innovation occurred? This book uses a familiar topic, sports broadcasting, to introduce 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.
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.
Everyday doctors perform artificial limb replacements that were unheard of only a few years ago. They continue to make advances that improve people's lives. Using artificial limbs as an example, this book challenges kids to think about innovation and how anything is possible.
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.