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Books > Children's & Educational > Technology & applied sciences > General
Nikola Tesla was crazy smart. He invented the idea for cell phones in 1893, discovered alternating current, and invented a death ray gun. Of course, he also talked to pigeons, ate only boiled food, and was scared of women who wore jewelry. He was an insane inventor. So was Henry Cavendish, who discovered hydrogen, calculated the density of the Earth, and was so scared of people that he had to write notes to communicate. Sir Isaac Newton discovered the laws of gravity, believed in magic, and thought he could make a potion to create gold. These stories may sound twisted, but they're all true tales from science! Ages 9-12
What is the oldest breed of dog? Can dogs sniff out illnesses? Which breed has six toes? Including a stunning central gatefold that opens out to reveal all 80 dog breeds and where they come from, this book is a visual celebration of the huge variety of dogs found across the world, from those you already know and love to those that may surprise you. As the book takes the reader on a journey around the world, it reveals dogs with the most important jobs, breeds with unusual features, record-breaking dogs and more. Focus spreads will explore subjects such as the canine family, dogs' superpower sense of smell, and how dogs became man's best friend.
An engaging look at the global impact of robots and robotics that have an environmental impact, discovering how robots move, sense and make decisions in the service of humans. By building ever smarter robots we can equip them with the ability to work better by themselves and perform varied and complex tasks. Super-smart robots can work for 2,000,000 hours, without human supervision, make 21,000,000,000,000 calculations per second and reach a top speed of 282.42 kilometres an hour among other stupendous things. In this book, aimed at children aged 8+, readers can meet these super-smart robot and many more, then try a quick quiz to find out how much they have learned. Books in the series: Eco-Robots Robot Explorers Robot Helpers Super-smart Robots
Let's do is a learner-centred series for Grades 1-7 with a step-by-step approach that ensures full syllabus coverage. Written by experts at this level, activities engage learners in their own learning process in a practical way, and focus on learning through doing.
"It was August 27, 1885. In a hospital in Lima, Peru, a student
named Daniel Carrion was preparing to infect himself with a dreaded
disease . . . He had a small, sharp lancet ready . . . Carrion's
friends and teacher from the medical school thought it was a bad
idea. They knew Carrion was eager to learn more about this
mysterious disease.
Join Harriet, Darwin's pet tortoise, and Milton, Schrodinger's indecisive cat on a time-travelling quest of discovery, unravelling scientific exploration and religious beliefs and how they fit together. Throughout the centuries humans have been looking for answers to BIG questions - how did the universe start? Is there a God behind it? Has science explained away the need for a God, or can faith enhance scientific discovery?Harriet and Milton start their investigation with trying to discover when humans started asking these questions. First stop on the quest is cave paintings - who did them? What did they mean, and what can they show us about our ancestors? Step into Harriet and Milton's time machine, bring some snacks, and enjoy this curious quest of discovery. Written by Julia Golding, winner of the Waterstones Children's Book Prize 2006, and the Nestle Smarties Book Prize 2006.
What is Covid, and why is everyone talking about it? Engagingly illustrated by Axel Scheffler, this approachable and timely book - now newly updated in print paperback for 2021 with the latest developments in vaccination and extra content about emotional wellbeing - helps answer these questions and many more. This new larger and expanded 32-page edition provides clear explanations about COVID-19 and its effects - both from a health perspective and the impact it has on a family's day-to-day life. With input from expert consultant Professor Graham Medley of the London School of Hygiene & Tropical Medicine, as well as advice from teachers and child psychologists, this is a practical, informative and reassuring resource to help explain the changes we are currently all experiencing. GBP1 from the sale of every copy of this book will be donated to NHS Charities together (with the remainder of the proceeds to cover print and distribution costs)
What would you do if you lived in a community without a library, hospital, post office, or fire department? If you were Benjamin Franklin, you'd set up these organizations yourself. Franklin also designed the lightning rod, suggested the idea of daylight saving time, invented bifocals and the odometer--all inspired by his common sense and intelligence.
Demystifying technology transfer-an increasingly important but little-understood aspect of research universities' mission. How do we transfer the brilliance of university research results into new products, services, and medicines to benefit society? University research is creating the technologies of tomorrow in the fields of medicine, engineering, information technology, robotics, and artificial intelligence. These early-stage technologies need investment from existing and new businesses to benefit society. But how do we connect university research outputs with business and investors? This process, Tom Hockaday explains, is what university technology transfer is all about: identifying, protecting, and marketing university research outputs in order to shift opportunities from the university into business. In this detailed introductory book-a comprehensive overview of and guide to the subject-Hockaday, an internationally recognized technology transfer expert, offers up his insider observations, opinions, and suggestions about university technology transfer. He also explains how to develop, strategically operate, and fund university technology transfer offices while behaving in accordance with the central mission of the university. Aimed at people who work in or with university technology transfer offices, as well as anyone who wants to learn the basics of what is involved, University Technology Transfer speaks to a global audience. Tackling a complex topic in clear language, the book reveals the impressive scale of patenting, licensing, and spin-out company creation while also demonstrating that university technology transfer is a commercial activity with benefits that go well beyond the opportunity to make money.
Do you know what happens when Virus goes viral? How does Immune System
fight infection when it strikes? And why do masks matter?
What better way to celebrate Earth Day than with First Facts and Flaps: Planet Earth? This lift-the-flap book is jam-packed with fun information, incorporating STEM (Science, Technology, Engineering and Maths) topics. With over thirty flaps, a wheel and a pull-out ending, children will love learning in a hands-on, playful way. Find out what is inside the Earth, where rainbows come from and how to help look after the planet in this brilliant book. Pairing bold, colourful scenes from illustrator Naray Yoon with rhyming text and a page of informative fun facts, this is the perfect novelty book for children just starting to find out more about the world around them. Discover more of the First Facts and Flaps series: Giant Dinosaurs, Amazing Animals, Brilliant Body, Super Space and Mighty Machines.
"Clink Clankety-bang Thump-whirr "That's the sound of Papa at work. Although he is an inventor, he has never made anything that works perfectly, and that's because he hasn't yet found a truly fantastic idea. But when he takes his family fishing on Lake Michigan, his daughter Virena asks, "Have you ever wondered what it's like to be a fish?"--and Papa is off to his workshop. With a lot of persistence and a little bit of help, Papa--who is based on the real-life inventor Lodner Phillips--creates a submarine that can take his family for a trip to the bottom of Lake Michigan.
Can you make an ice cube disappear? Put it on a hot sidewalk. It melts into water and then vanishes! The ice cube changes from solid to liquid to gas. This Level 2 Let's-Read-and-Find-Out picture book is a fascinating exploration of the three states of matter. Now rebranded with a new cover look, this classic picture book features rich vocabulary and uses simple, fun diagrams to explain the difference between solids, liquids and gases. This book also includes a find out more section with experiments designed to encourage further exploration and introduce record keeping. Both text and artwork were vetted for accuracy by Dr. Leonard Fine, formerly of Columbia University, and Dr. Karin Block of the Department of Earth and Atmospheric Sciences at the City College of New York. This is a Level 2 Let's-Read-and-Find-Out, which means the book explores more challenging concepts perfect for children in the primary grades and supports the Common Core Learning Standards and Next Generation Science Standards. Let's-Read-and-Find-Out is the winner of the American Association for the Advancement of Science/Subaru Science Books & Films Prize for Outstanding Science Series.
The earliest educational software simply transferred print material from the page to the monitor. Since then, the Internet and other digital media have brought students an ever-expanding, low-cost knowledge base and the opportunity to interact with minds around the globe-while running the risk of shortening their attention spans, isolating them from interpersonal contact, and subjecting them to information overload. The New Science of Learning: Cognition, Computers and Collaboration in Education deftly explores the multiple relationships found among these critical elements in students' increasingly complex and multi-paced educational experience. Starting with instructors' insights into the cognitive effects of digital media-a diverse range of viewpoints with little consensus-this cutting-edge resource acknowledges the double-edged potential inherent in computer-based education and its role in shaping students' thinking capabilities. Accordingly, the emphasis is on strategies that maximize the strengths and compensate for the negative aspects of digital learning, including:
The New Science of Learning: Cognition, Computers and Collaboration in Education brings emerging challenges and innovative ideas into sharp focus for researchers in educational psychology, instructional design, education technologies, and the learning sciences.
What is the sound barrier? What is snot made of? Why do we yawn? Curious kids want to know, and they will get the answers to these questions and many more in this exceptional illustrated Q&A book. Questions from many branches of science, including chemistry, physics, biology, geology-are answered in a fun, kid-friendly way and accompanied by quirky cartoon illustrations that will entertain readers and help them remember important facts * 80 pages of educational, science-related questions and answers for kids ages 7 and up * Fun illustrations that engage readers while helping them learn * Educational content reviewed by a science expert What About: Science is a Q&A book that offers easy-to-understand answers to tough science questions! * Great family and classroom read-aloud book * Nonfiction books for kids * Educational books for elementary school students
Are Olympic athletes born stronger and faster than the rest of us? Why
do tennis rackets have strings? How do gymnasts balance on their hands?
Why do hurdlers do the splits when they jump?
Design a flexible protective layer for a space suit. Space suits have come a long way. The look and function of space suits has evolved over time, but their purpose has always been the same--to keep astronauts safe. From the first suits worn during the Mercury missions, to the latest suits being tested by NASA, there have been great improvements. Learn all about the science behind space suits and how they have changed over time. Created in collaboration with the Smithsonian Institution, this Smithsonian Informational Text builds reading skills while engaging students' curiosity about STEAM topics through real-world examples. Packed with factoids and informative sidebars, it features a hands-on STEAM challenge that is perfect for use in a makerspace and teaches students every step of the engineering design process. Make STEAM career connections with career advice from actual Smithsonian employees working in STEAM fields. Discover engineering innovations that solve real-world problems with content that touches on all aspects of STEAM: Science, Technology, Engineering, the Arts, and Math!
Discover the key words and terms from the world of engineering. Find out what they mean and learn about some tricks, tips and games that will help you remember them forever. The key to success in any school subject is an understanding of the words used. The Wise Words series presents key vocabulary for each STEAM subject area. The words are presented in a clear, brief and uncomplicated fashion with a visual aid (illustrated or photographic) to help with memory. Perfect for readers aged 9+.
The changing student body in American higher education demands a new approach to teaching, one that moves toward inclusive, hyperpersonalized learning environments that have much in common with games and social media. Kevin Bell's Game On! presents dynamic case studies of gamer educators and game-derived techniques to help instructors creatively formulate their own teaching strategies. Breaking gamefully designed classes into their component parts, Bell analyzes what these classes are actually doing and explains why they work. He offers faculty a rubric to assess their own courses for their propensity to engage students, particularly those from low socioeconomic and high-risk populations. Bell explores how game design, pedagogy, and intrinsic motivators can level the playing field to produce rigorous learning environments that are as addictive to all participants as the latest apps and social media systems. He also discusses best practices, lays out the broader context of computer-mediated teaching and learning, and considers the challenges and opportunities that gamification presents. Instructors would do well to consider the key tenets of successful games if they are to engage and graduate the coming generations of learners. Bell's careful analysis of the theories behind gamification, cognitive science, and instructional design will help them to do just that.
Do you want to know twelve egg-laying animals that aren't birds, nine animals without brains, and how to say woof in sixteen different languages? Then look no further because Lists for Curious Kids: Animals is absolutely bursting with 206 interesting and informative lists, guaranteed to keep you entertained and increase your animal knowledge at the same time! Discover animal invaders, the top 10 most popular pets, fish that light up the ocean, very long snakes . . . and a slam-dunking, basketball-playing rabbit! With quirky, colourful illustrations by Caroline Selmes, this is a great gift purchase but also a book to buy for yourself! |
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