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Books > Children's & Educational > Technology & applied sciences
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.
Beat the boredom and take time out from screens with this
pocket-sized book packed with facts, photos and fantastic spots for
hours of fun! Kids will have fun collecting points on car journeys
with more than 140 things to find. From sheep to wind turbines,
bridges to hot-air balloons, they'll learn all about the
interesting sites they see on their travels. And once they've
scored 1000 points, super-spotters can claim their official i-SPY
certificate and badge. With more than 30 i-SPY books to collect,
there's something for everyone! For even more fun on a car journey
check out the i-SPY On a Car Journey Activity Book (ISBN
9780008392857).
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!
A graphically stunning, first-ever volume of nautical codes for
children This extraordinary visual reference is an introduction to
maritime communication through nautical flags, along with morse
code, the phonetic alphabet, and semaphore signaling. Today's
system of international maritime signal flags was devel-oped in the
19th century, and is still used for communication between ships, or
between ship and shore. Each flag, boldly colored for visual
distinction at sea, stands for a letter as well as a phrase
relevant to seafaring. The resulting code is both beautiful and
functional, inviting readers to code and decode messages of their
own! Created for ages 6-8 years
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!
Reboot your Key Stage 3 classroom with this all-in-one textbook
that will inspire you to deliver creative Computing lessons with
confidence. > Boost knowledge and skills in bite-sized chunks:
every double-page spread represents a lesson's worth of targeted
content and activities > Build understanding of the principles
of Computing and improve IT skills with a range of engaging
activities > Challenge students to think creatively about what
they are learning and how it can be applied in the real world >
Empower students to check and drive their own progress through Key
Stage 3 and to GCSE, Cambridge Nationals and BTEC, and beyond, with
regular knowledge check-ins and activities > Ensure complete
coverage of the National Curriculum, with an easy-to-follow
Progression Framework We've listened to how you teach Computing at
Key Stage 3 and designed our brand-new toolkit of digital and
printed resources around you! Comprising of everything you will
need to confidently deliver the National Curriculum in Computing
and develop students' ICT skills, Progress in Computing: Key Stage
3 combines lesson plans, presentations, interactive resources,
quizzes and assessments with a Student Book. The Progress in
Computing digital and print 'toolkit' will be formed of 16 modules
that can be used flexibly to suit a teacher's context. Our
brand-new digital platform will also give you unparalleled
flexibility in terms of choosing your own pathway through the
resources, with the bonus of all elements being tagged clearly
against the curriculum, our 2 and 3-year Scheme of Work and
progression to Key Stage 4 qualifications. Digital resources
include: - videos, animations, online self-marking coding
challenges and worksheets - teaching and learning support and
lesson plans including course planners for centres in England and
Wales - a mixture of teacher-led, teacher-facilitated, plugged and
unplugged activities - baseline assessment and an end of Key Stage
3 assessment, with auto-marked homework quizzes and end-of-module
assessments track progress throughout the course.
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