Electronic Games and Toys You Can Build
Author: Len Buckwalter
Publisher:
Published: 2012-09-01
Total Pages: 130
ISBN-13: 9781258475284
DOWNLOAD EBOOK →Author: Len Buckwalter
Publisher:
Published: 2012-09-01
Total Pages: 130
ISBN-13: 9781258475284
DOWNLOAD EBOOK →Author: A. L. Niflhaim
Publisher: Fultus Corporation
Published: 2007-12
Total Pages: 193
ISBN-13: 1596821299
DOWNLOAD EBOOK →Mind you, this is not your typical Christmas story. Santa is not going to send any gift to you this year, next year and probably years after. Find out why.
Author: Bob Knetzger
Publisher: Maker Media, Inc.
Published: 2016-03-22
Total Pages: 844
ISBN-13: 1457194082
DOWNLOAD EBOOK →You don't need to own a factory to make toys. Author and toymaker Bob Knetzger has been making fun stuff all his life with simple technology like vacuum forming and mold-making. In an age where makers are tantalized by the capabilities of 3d printers and other digital fab technology, this book takes you back to old-school hand tools, simple electronics, and working with metal and plastic to make toys every bit as good as those you can find in a big-box store. This book has something for everyone, from a marble maze to a talking booby trap; from custom cookie cutters to an "EZ Make" oven. Discover the basic principles of science, electronics, and engineering through hands-on projects that range from easy to more challenging... and are always fun!
Author: Marianne M. Szymanski
Publisher: John Wiley & Sons
Published: 2004-08-13
Total Pages: 258
ISBN-13: 0787976113
DOWNLOAD EBOOK →This entertaining and informative book--written by Marianne Szymanski, child development and toy expert, and Ellen Neuborne, an award-winning business journalist--is an essential and authoritative guide to toys and play. Based on thirteen years of independent consumer-focused research, Toy Tips offers invaluable advice and practical information about selecting appropriate toys and answers questions such as Why do kids play with toys? What is the true role of toys? Which toys are good and which aren’t? How do toys figure into normal, healthy child development? “Invaluable and specific guidance about how the right toys can help your kids learn, develop, build skills, and have some fun.” --Michele Borba, consultant, educator, and author, Parents Do Make a Difference, Building Moral Intelligence, and No More Misbehavin' “No one is better equipped than Marianne Szymanski to help you make smart choices when purchasing toys for your kids or for the kids in your life.”--Spencer Christian, former host of Szymanski’s guest segments on ABC’s Good Morning America, and author, Is There a Dinosaur in Your Backyard? and many other children’s books “Szymanski’s years of experience and passion for serving children make her a leading voice in the developmental benefits of toys and play.”--From the Foreward by Marvin W. Berkowitz
Author: Library of Congress. Copyright Office
Publisher: Copyright Office, Library of Congress
Published: 1962
Total Pages: 1052
ISBN-13:
DOWNLOAD EBOOK →Includes Part 1, Number 2: Books and Pamphlets, Including Serials and Contributions to Periodicals July - December)
Author:
Publisher:
Published: 1999-12-14
Total Pages: 254
ISBN-13:
DOWNLOAD EBOOK →PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
Author: Mary L. Gazdik
Publisher: Bloomsbury Publishing USA
Published: 2016-09-19
Total Pages: 160
ISBN-13:
DOWNLOAD EBOOK →This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities. By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.