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Books > Children's & Educational > Technology & applied sciences > General
Glass explores what glass is, where it comes from, how it s made,
what its properties are, and what it is used for."
What inspired the work and works of geniuses like Leonardo,
Einstein, Frida and Curie? These books aim to explain it to the
little ones, presenting some of the greatest characters of the past
in a funny and light-hearted way, to which children can easily
relate. The great characters become the most powerful kind of
inspiration, to push the little readers to dream a little bigger.
Did you know that swimming pools are used to train astronauts?
Athletes use swimming pools to train when they're injured, and
doctors use them to help patients feel better. Learn how swimming
pools and aquatic therapy help all kinds of people! Created in
collaboration with the Smithsonian Institution, this Smithsonian
Informational Text builds students' reading skills while engaging
their curiosity about STEAM topics through real-world examples. It
features a hands-on STEAM challenge that guides students through
every step of the engineering design process and is perfect for
makerspace activities. It makes STEAM career connections by
providing a glimpse into the lives of real-life Smithsonian
employees currently working in STEAM fields. Discover engineering
innovations that solve real-world problems with this book that
touches on all aspects of STEAM: Science, Technology, Engineering,
the Arts, and Math!
Sing a song of science You know the song Are You Sleeping? Sing
along with new words that explain the differences between living
and nonliving things.
The 20th century saw many new inventions. Changes came fast and
made life easier. Cars, planes, TVs, and cell phones were all
invented in the 1900s. What other important things were invented
during this time? From electricity to emoji, this nonfiction book
will keep students engaged in reading as they build their literacy,
vocabulary, and comprehension skills. Important text features
include a glossary, index, and table of contents. The Reader's
Guide and culminating activity require students to connect back to
the text as they develop their higher-order thinking skills. Check
It Out! provides resources for additional reading and learning.
With TIME For Kids content, this book aligns with national and
state standards and will keep grade 3 students reading from cover
to cover.
Sail a toy ship across the ocean... Build an igloo... Ollie and
Harry Ferguson did it-and you can too! Starting with a list of 500
"adventures", the Scottish brothers set out to live life to its
fullest. They've photographed the sea floor, launched a plastic toy
into space, mummified fish and tracked wild animals; they've gone
magnet fishing and camping, sailed aboard a deep-sea diving vessel,
caught lobsters, made a bathtub in the woods, crossed the ocean in
a toy boat, gone on a meteorite hunt, made a megapult, raised
chickens, built an outdoor shelter, sailed a kite boat, built a
wildlife reserve, went on a mountain hike and have flown trained
falcons. With striking colour photographs and featuring
step-by-step directions for some of the boys' best adventures, this
book provides guidance that will inspire families to marvellous
adventures of their own.
Discusses the elements of the human body. Includes suggestions for
related experiments and projects.
The perfect gift for little astronauts with big imaginations! This
space-age set contains everything an explorer needs to create the
ultimate Mars colony, from colourful astronauts and space vehicles
to adorable astro-pets. Simply unfold the poster to reveal the
surface of Mars, pop out the pieces and assemble them (no scissors
or glue required) for hours of extraterrestrial fun. Easy to put
together and full of lovable characters, this is a charming set for
children to assemble and play with. The box comes with 10 press-out
sheets that make over 20 pieces when assembled and no scissors or
glue required.
Early elementary readers find out what causes earthquakes and what
to do to stay safe if one occurs in this helpful nonfiction reader.
Featuring informational text, colorful maps, diagrams, and vibrant
photos, this book keeps children engaged and fascinated at the same
time!
When it's time for a game change, you need a guide to the new
rules. Helping Students Make Sense of the World Using Next
Generation Science and Engineering Practices provides a
play-by-play understanding of the practices strand of A Framework
for K-12 Science Education (Framework) and the Next Generation
Science Standards (NGSS). Written in clear, nontechnical language,
this book provides a wealth of real-world examples to show you
what's different about practice-centered teaching and learning at
all grade levels. The book addresses three important questions: 1.
How will engaging students in science and engineering practices
help improve science education? 2. What do the eight practices look
like in the classroom? 3. How can educators engage students in
practices to bring the NGSS to life? Helping Students Make Sense of
the World Using Next Generation Science and Engineering Practices
was developed for K-12 science teachers, curriculum developers,
teacher educators, and administrators. Many of its authors
contributed to the Framework's initial vision and tested their
ideas in actual science classrooms. If you want a fresh game plan
to help students work together to generate and revise knowledge-not
just receive and repeat information-this book is for you.
Fundamental and FUN first coding concepts for kids, and the great
thing is: it's unplugged! What's a Variable? ... a story-time
adventure! is a fun tale that leads children through the idea of
variables in everyday life, and the super-important concept of
debugging errors in their code. Flex and Type, the super-powered
robots who star in this story, learn these fundamentals of coding
as they write a flexible-and-fun story at the library called All
About Me! In the First Steps in Coding series, children are
encouraged to become super coders with the help of various
colourful and friendly robots, who are all going on awesome
adventures. Children as young as 3-5 years old learn code through
unplugged stories with bright and cheerful illustrations.
Interactive elements throughout each book encourage hands-on
engagement from children, and each story finishes with a creative
activity to cement their coding learning. A parent, carer and
teacher's guide at the back of each book makes this a great
resource for home school and classroom learning. Titles in the
series include: What's an Algorithm? ... a splash park adventure!
What's Branching? ... a birthday adventure! What's Decomposition?
... a rock-and-roll adventure! What's a Loop? ... a tree house
adventure! What's Sequencing? ... a school-day adventure! What's a
Variable? ... a story-time adventure!
The workbook provides support and practice of language in class or
at home. Activities relating to each lesson's key vocabulary and
concepts A progression through receptive understanding to
productive abilities An emphasis on real-world application and
students' own experience Targeted practice of already known grammar
Comprehensive development of science-related reading and writing
skills Personalisation of topics to make science more relevant to
learners and increase engagement
Recommended age: 10 - 13 years. We know about Hippocrates, the Father of Medicine. But we owe nearly as much to Galen, a physician born in 129 A.D. at the height of the Roman Empire. Galen's acute diagnoses of patients, his botanical wisdom and studies of physiology were recorded in numerous books, handed down through the Middle Ages and Renaissance. He developed sports medicine, doctoring gladiators. Not least, Galen passed on the medical tradition of respect for life. In this fascinating biography for young people, Jeanne Bendick brings Galen's Roman world alive with the clarity, humor, and outstanding content we enjoyed in Archimedes and the Door to Science. An excellent addition to schools, libraries, and homes; ideal for home education.
Navigation instruments have changed over time. Lodestones,
sunstones, and sextants helped early navigators find their way.
Modern technology makes navigation more precise than it has ever
been. But the roots of navigation still remain. Created in
collaboration with the Smithsonian Institution, this Smithsonian
Informational Text builds students' reading skills while engaging
their curiosity about STEAM topics through real-world examples. It
features a hands-on STEAM challenge that guides students through
every step of the engineering design process and is perfect for
makerspace activities. It makes STEAM career connections by
providing a glimpse into the lives of real-life Smithsonian
employees currently working in STEAM fields. Discover engineering
innovations that solve real-world problems with this book that
touches on all aspects of STEAM: Science, Technology, Engineering,
the Arts, and Math!
This book explores the beneficial impact of pedagogically updated
practices and approaches in the teaching of science concepts as
well as elaborates on future challenges and emerging issues that
address Science and Technology Education. By pointing out new
research directions it informs educational practices and bridges
the gap between research and practice providing information, ideas
and new perspectives. The book also promotes discussions and
networking among scientists and stakeholders such as researchers,
professors, students and companies developing educational software
and ICT tools. The volume presents papers from the First
International Conference on "New Developments in Science and
Technology Education" (1st NDSTE) that was structured around four
main thematic axes Modern Pedagogies in Science and Technology
Education, New Technologies in Science and Technology Education,
Teaching and Learning in the light of Inquiry learning Methods and
Interest, Attitude and Motivation in Science.
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