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Books > Children's & Educational > Technology & applied sciences
The gang from Woodsword Middle School have re-entered the world of Minecraft, and this time they’re taking the plunge to discover the secrets of the ocean biome. When the friends follow a treasure map, they find their underwater quest ties in perfectly with their new school science project. But trouble quickly threatens to sink them in both worlds!
For fans of the Minecraft game, Jumanji and Wreck it Ralph.
Design Genius Jr.: Adventures in Architecture for Kids introduces
kids to the design challenges faced by architects today, including
choosing materials, designing for diverse users, and considering
the environment. Offering a world of possibilities for learning
math, engineering, history, social studies, planning, geography,
art, and design, this rich educational resource includes hands-on
projects that allow kids to experiment, design, build, succeed,
fail, and try again. Children will draw upon many fields of
knowledge and sharpen a variety of skills, including observation
and communication, as they: Complete building challenges with
corrugated cardboard and geodesic forms. Look at how designers have
solved impossible problems of gravity and space with creations such
as suspension bridges, the Loretto helix staircase, and
Brunelleschi's dome. Explore how materials can be used in
interesting ways-how paper can go from flimsy to structural, for
instance. Participate in family game playing: client and design
team-finding creative ways to meet a client's wish list. Use games
to test strength, balance, and structure. Engage in pure
imaginative archi-doodling. Explain the why. Why did styles evolve
as they did? What technology was available when? Design
thinking-creative problem solving-will be crucial to resolving the
global challenges in business, politics, and the environment facing
the next generation. Each book in the Design Genius Jr. series
teaches kids this important skill through fun, hands-on projects in
a single area of design that challenge them to identify problems,
explore possibilities, test ideas, and then come up with original
solutions.
One took the east coast and one took the west coast. Together the
two Henrys helped make Florida what it is.
Federal and state funding agencies have invested billions of
dollars into secondary STEM (Science, Technology, Education,
Mathematics) educational reform over the past decade. This volume
addresses the interplay of external and internal variables
associated with school reform and how this dynamic has impacted
many efforts.
An exciting biography about the man who changed Florida's east
coast with his hotels and his Florida East Coast Railway.Henry
Morrison Flagler was already a millionaire when he first visited
Florida in 1878. He liked what he saw. He came back and built
railroads along the east coast so that others could more easily
come. And he built grand hotels so that those who came had a
beautiful place to stay. By the end of his long and productive
life, he had built a railroad all the way to the very end of the
Keys. It arrived in Key West in 1912. Henry Flagler was very
determined and practical. He met all the great challenges he set
for himself.Ages 9-12
Where does luggage go after check in? What happens in the control
tower? How do planes actually fly? This interactive, lift-the-flap
book takes you behind-the-scenes to uncover the hidden secrets of
the airport - from a peek inside the cockpit to the hustle and
bustle of departures. In this follow-up to How Cities Work, we
explore the earliest airports through to today's giant transport
hubs and what airports could look like in the future. Packed with
amazing facts and illustrations from James Gulliver Hancock, it'll
surprise and delight readers young and old, ensuring they never
look at air travel in the same way again. Created in consultation
with Tom Cornell, VP Airspace / Airfields, Americas at Landrum
& Brown. Contents include: Airports Through the Ages The Great
Get-to-the-Airport Race Find Your Way Round the Airport The
Maintenance Hangar In the Terminal Inside an Aircraft The Control
Tower Sees All Preparing Planes Ship That Cargo The Incredible
Luggage Journey Airports of the Future About Lonely Planet Kids:
Come explore! Let's start an adventure. Lonely Planet Kids excites
and educates children about the amazing world around them.
Combining astonishing facts, quirky humour and eye-catching
imagery, we ignite their curiosity and encourage them to discover
more about our planet. Every book draws on our huge team of global
experts to help share our continual fascination with what makes the
world such a diverse and magnificent place - inspiring children at
home and in school.
This book provides a descriptive, progressive narrative on the
flipped classroom including its history, connection to theory,
structure, and strategies for implementation. Important questions
to consider when evaluating the purpose and effectiveness of
flipping are answered. The book also highlights case studies of
flipped higher education classrooms within five different subject
areas. Each case study is similarly structured to highlight the
reasons behind flipping, principles guiding flipped instructions,
strategies used, and lessons learned. An appendix that contains
lesson plans, course schedules, and descriptions of specific
activities is also included.
Illustrated revision and practise for Computer Science. Over 500
marks worth of examination style questions. Answers provided for
all questions within the book. Illustrated topics to improve memory
and recall. Specification references for every topic. Examination
tips and techniques. Absolute clarity is the aim with a new
generation of revision guide for the 2020s. This guide has been
expertly compiled and edited by successful former teachers of
Computer Science, highly experienced examiners and a good dollop of
scientific research into what makes revision most effective. Past
examinations questions are essential to good preparation, improving
understanding and confidence. This guide has combined revision with
tips and more practice questions than you could shake a stick at.
All the essential ingredients for getting a grade you can be really
proud of. Each specification topic has been referenced and
distilled into the key points to make in an examination for top
marks. Questions on all topics assessing knowledge, application and
analysis are all specifically and carefully devised throughout this
book.
"As Scott gazed at the revolving space station, looking quite
state-of-the-art, he whistled to himself softly. The winner of the
Star Park contest would go to this just-completed space station.
And the winner would be the first one to experience the first-ever
virtual-reality space adventure Inside the space station, Star Park
had created a gigantic version of their new computer. This gigantic
computer could create a world-size virtual-reality adventure. Scott
had jumped at the chance to win such a prize. The only way to enter
the contest was to buy a Star Park computer. Then with the
virtual-reality capability of the computer, the contestant had to
make up an adventure and submit it to Star Park. The winning
adventure would entitle the contestant to go to Star Park. To
experience a world-size adventure was by itself exciting. But to
also travel to the space station he was gawking at now made the
whole idea irresistible. He had never wanted anything more than to
win this contest."
Learn about the Big Bang theory, astrophysics and gravity in The
Physics Book.
Part of the fascinating Big Ideas series, this book tackles tricky
topics and themes in a simple and easy to follow format. Learn about
Physics in this overview guide to the subject, brilliant for beginners
looking to learn and experts wishing to refresh their knowledge alike!
The Physics Book brings a fresh and vibrant take on the topic through
eye-catching graphics and diagrams to immerse yourself in.
This captivating book will broaden your understanding of physics, with:
- More than 100 ground-breaking ideas in this field of science
- Packed with facts, charts, timelines and graphs to help explain core
concepts
- A visual approach to big subjects with striking illustrations and
graphics throughout
- Easy to follow text makes topics accessible for people at any level
of understanding
The Physics Book is the perfect introduction to the science, aimed at
adults with an interest in the subject and students wanting to gain
more of an overview. Here you'll discover more than 90 of the most
important laws and theories in the history of physics and the great
minds behind them. If you've ever wondered exactly how physicists
formulated and proved groundbreaking abstract concepts, this is the
perfect book for you.
Your Physics Questions, Simply Explained
How do magnets generate electricity? What is antimatter? Is time travel
possible? If you thought it was difficult to learn the many laws and
concepts of physics, The Physics Book presents key information in a
clear layout. Learn about Pythagoras's observations on music, Galileo's
experiments with spheres and Isaac Newton's theories of gravity and
laws of motion with superb mind maps and step-by-step summaries.
The Big Ideas Series
With millions of copies sold worldwide, The Physics Book is part of the
award-winning Big Ideas series from DK. The series uses striking
graphics along with engaging writing, making big topics easy to
understand.
Tools for Teaching Computer Networking and Hardware Concepts makes
the teaching and learning of computer networking and hardware a
more active process by using interactive learning to add life to a
very technical subject. Fundamental theoretical concepts are
illustrated with the use of interactive practical exercises. Each
chapter presents learning objectives, figures and illustrations,
real-world examples and review questions. ""Tools for Teaching
Computer Networking and Hardware Concepts"" has a worldwide focus
provided by contributors from across the globe. These contributors
share their use of online tools and flexible learning practices.
Both teachers and students will find this book a useful resource
for teaching and learning computer networking and hardware
concepts.
Elements Top TrumpsTM is an entertaining, fast-paced chemistry card
game. With eye-catching imagery and fascinating facts about the
elements, it's a great way to have fun and learn about the
elements. Recommended for children aged 7-14, the game can be
played by two or more players. Each of the 30 cards represents an
element. Players compare numerical properties of the elements
(melting point, density, price, discovery date and the size of the
atom) and choose the category they think will win. Elements Top
Trumps is created by the Royal Society of Chemistry in partnership
with Winning Moves Ltd, the makers of Top TrumpsTM. This product is
also available in packs of six.
Going to the Moon is SO last century, so how difficult can it
be-even for a ten-year-old-to follow in the footsteps of Neil
Armstrong and the Apollo astronauts? Meet Matilda, the girl who'll
give it her best shot to learn everything she needs to learn in
order to get there herself. From how to pee in zero-g to why pizzas
won't take you up and up away, this is science for the curious!
Told as a journey of discovery, it's full of easy-to-understand
facts about air pressure, escape velocities, coding, and falling
around the Earth, in a way which will inspire the next generation
of moon walkers.
Space is the last title in a series of activity books which is a
collection of texts for children which contains playing activities
aimed to encourage the development of the main cognitive skills
following the Montessori method and its most typical topics. The
contents follow a progressive complexity to challenge the children
to complete various tasks with great results all by themselves. My
first book about Space. Using the Montessori concept of nesting
elements where smaller elements are contained in progressively
bigger ones, the child can see the logical sequence from the Earth
to the Space Exploration. A lot of stickers, at the end, will make
the activities even more interactive!
This book is written for students and other interested readers as a
look inside the diverse range of applications for physics outside
of the scientific research environment. This first volume covers
several different areas of the arts and design ranging from stage
lighting to sculpting. The author has interviewed experts in each
area to explain how physics and technology impact their work. These
are all useful examples of how physics encountered in taught
courses relates to the real world.
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