Explore science, technology, engineering, art, and math through fun projects inspired by Aladdin. Send Aladdin zooming down a zip line, mix up some molten lava, create a moving magnetic carpet, and so much more! Projects include supporting photos and step-by-step instructions. STEAM Takeaway features provide additional curricular connections to these maker projects.
"Learn all about the world of STEAM with crafts and activities inspired by Disney's The Lion King. Projects include guiding photos and step-by-step instructions. STEAM Takeaway features provide additional curricular connections to the projects"--
"Crafts, projects, and activities take an art-infused approach to the science, technology, engineering, art, and math (STEAM) of the Disney movie Moana"--
Explore science, technology, engineering, art, and math through fun projects inspired by Coco. Create a guitar like Miguel's using a cereal box, build a movable alebrije sculpture, watch bones disappear with chemistry, and so much more! Projects include supporting photos and step-by-step instructions. STEAM Takeaway features provide additional curricular connections to these maker projects.
The author, a computer science professor diagnosed with terminal cancer, explores his life, the lessons that he has learned, how he has worked to achieve his childhood dreams, and the effect of his diagnosis on him and his family.
A feckless boy is lured by a wicked magician into a trap but the scheme backfires — the boy, Aladdin, is left with a magical lamp and a genie who showers him with riches. Aladdin's wealth makes him an attractive suitor for the sultan's daughter, but when the evil sorcerer returns to kidnap the bride, the young hero must rescue his princess or die trying. This classic retelling of the ever-popular Middle Eastern folktale has entranced readers for over a century. Originally published in 1914 as part of Sindbad the Sailor and Other Stories from The Arabian Nights, this beautiful version by Laurence Housman features eight full-color images by Edmund Dulac, one of the era's most famous illustrators.
Ivy and Bean meets Aliens in my Pocket in this start to a brand-new chapter book series about Frankie Sparks, a third grader who uses her love for science and math to help her solve problems she comes across in her daily life. The best thing EVER is happening in Frankie Sparks’s third grade class: They are getting a class pet! Their teacher, Miss Cupid, tells them they will vote on their pet, but it has to meet some “parameters.” Their pet must: 1. Fit in aquarium. 2. Cost less than $50. 3. Be easily portable. 4. Be able to be left alone for the weekend. Frankie thinks that a rat—just like the rats in her beloved Aunt Gina’s lab—would be the perfect fit. But her best friend, Maya, doesn’t think a rat would be great at all. They are kind of gross and not as cool as a hermit crab, which is Maya’s top choice. Using her special workshop, can Frankie find a way to convince her teacher and her best friend that Team Rat is the way to go?
This stunning original novel will tell an all-new story set in the world of the new film, featuring Aladdin and Jasmine. A magic carpet ride full of adventure, suspense, and wonder written by New York Times Bestselling author Aisha Saeed, this story will be a must-read for any Aladdin fans who find themselves drawn into and enchanted by the magical world of Agrabah and beyond.
A behind-the-scenes history of computer graphics, featuring a cast of math nerds, avant-garde artists, cold warriors, hippies, video game players, and studio executives. Computer graphics (or CG) has changed the way we experience the art of moving images. Computer graphics is the difference between Steamboat Willie and Buzz Lightyear, between ping pong and PONG. It began in 1963 when an MIT graduate student named Ivan Sutherland created Sketchpad, the first true computer animation program. Sutherland noted: “Since motion can be put into Sketchpad drawings, it might be exciting to try making cartoons.” This book, the first full-length history of CG, shows us how Sutherland's seemingly offhand idea grew into a multibillion dollar industry. In Moving Innovation, Tom Sito—himself an animator and industry insider for more than thirty years—describes the evolution of CG. His story features a memorable cast of characters—math nerds, avant-garde artists, cold warriors, hippies, video game enthusiasts, and studio executives: disparate types united by a common vision. Sito shows us how fifty years of work by this motley crew made movies like Toy Story and Avatar possible.