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Books > Children's & Educational > Technology & applied sciences > General
Mobile learning is a primary learning format in the education of
young children from birth through 6th grade. This format has been
found to have a positive impact on the academic achievement,
self-efficacy, motivation, and learning attitudes of students,
including those with special needs (Ciampa, 2014; Hwang, 2014;
Nikou & Economides, 2018; Xie, Basham, Marino & Rice,
2018). In both formal and informal learning contexts, mobile
learning affords opportunities to innovate and explore new forms of
authentic experiences, meaning-making, and creativity with
untethered technology (Choi, Land, & Zimmerman, 2018; Schuck,
Kearney & Burden, 2017). This edited book acts as a springboard
to expand discussions surrounding how mobiles might best be
situated in contexts relating to young children. With a focus on
early childhood and elementary settings, this book both expands the
definition of mobiles to encompass digital-physical tools (e.g.
Osmo, probeware) and wearables. It also provides insight into how
intentional integration of mobiles supports the development and
practice of both in-service and preservice teachers working with
students in early childhood and elementary settings.
If you've ever wanted to know what a panda does all day long, how
your heart manages to shift all that blood around your body or what
makes a rainbow shine, you've come to the right book. A Day in the
Life of a Poo, a Gnu and You features the answers to all of these
questions and many more, all told in a super-fun comic book format
in three awesome sections: Human Body, Animal Kingdom and Earth and
Science. A Day in the Life... is packed with facts, laughs and
amazing illustrations you can dive into all day long. Meet your
grumpy liver that has to do practically EVERYTHING; your trusty
hands that are very, well, handy; the spiky porcupines ready to
charge; lonely Mars rovers abandoned on the Red Planet; raging
tornadoes ready to rip through the pages of the book and bubbly
volcanoes ready to blow. All entries are told in the fun, friendly
and informative style of Mike Barfield, and are brought to life by
the colour-explosion of Jess Bradley's awesome illustrations.
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.
Have you ever wondered what makes a soda fizzy, why colourful
rainbows appear in the sky, or how a rocket blasts off into space?
Asking questions like these can be the start of an exciting
journey, and is a necessary part of the world of science. Explore,
Experiment and Discover the World of Science in this fun-filled
Factivity book. Colourful illustrations and engaging puzzles and
activities provide a great introduction to scientific concepts,
fields and facts. A handy glossary explains new terms, and more
than two dozen simple experiments reveal the fun side of science:
learn about static electricity with a balloon, make a tissue-box
banjo to explore sound waves, see thermal energy in action with a
balloon and a plastic bottle, conduct pH tests with red cabbage,
and much more!
Fire up young readers' imagination and creativity with this classic
story featuring added STEAM activities. Dorothy's adventure through
Oz is retold with vivid and engaging new illustrations - and at the
end of every chapter, there are exciting new science, technology,
engineering, art and mathematics activities, themed around the
events in the book. The activities range from simple puzzles to
fun, dynamic experiments, so there's something for every enquiring
mind. It's the ideal combination of enchanting story and
stimulating science fun.
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!
Live from the Crypt is an hilarious information series with an
undead chat show format where ghostly historical figures are
interviewed by the crew of the show about their lives and
experiences, featuring quirky illustrations, comic strips and play
script-style text. In this volume, famous women scientists from
throughout modern history, including Marie Curie, Elizabeth
Blackwell, Janaki Ammal and Gertrude B. Elion, are interviewed
about their ground-breaking experiments and mind-blowing
discoveries.
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