an introduction to the simple mechanisms, such as gears, cranks, cams, and levers, used to bring to life these amazing moving paper models or automata. Included are pull-out pages for you to use to construct your own moving models of the different types of gears. These models serve as the basis for designing your own karakuri or may just be admired on their own. Gr.5-9
FICTION:Designed to be enjoyed by children with an adult on hand, Welcome to Your Awesome Robot provides perfect material for a fun family activity day or a kids workshop. Viviane Schwarz has illustrated hilarious comics throughout the book to explain the blueprint instruction pages, so this is just as much a story as it is a workbook.
In 3D Engineering: Design and Build Your Own Prototypes, young readers tackle real-life engineering problems by figuring out real-life solutions. Kids apply science and math skills to create prototypes for bridges, instruments, alarms, and more. Prototypes are preliminary models used by engineers -- and kids--to evaluate ideas and to better understand how things work. Gr.4-8
Resources: Science Grades K-6: Grade Three
Online interactives, media and teaching resources for Science in grades K-6; all resources organized by curricular outcome
FICTION:All his life, Dawson has been inventing things, repairing toys in unusual ways, and helping clean up his neighborhood by reusing discarded objects, but when his Vacu-Maniac malfunctions, it is his friend Mooey whose brainpower saves the day.
A biography in the Great Ideas series focuses upon Margaret Knight, inventor of a machine for making flat-bottomed paper bags, a topic that should grab the attention of both girls and boys if for no other reason than the quirky invention itself. When Knight died in 1914, she had 90 inventions to her credit, unheard of for a woman at that time. Long before that, though, she was a factory worker with an inspiration: If a machine can make a narrow-bottom bag, why not a flat-bottom one?
What will houses look like in the future? From space stations to pod living, this innovative title examines how architects design and plan for the world of tomorrow. Readers put concepts to work when they design their own home based around a unique shape.
Explains how math skills are needed to design and construct a skyscraper and includes math activities using real-life data and facts about tall buildings."--Publisher description. Gr.5-9.
"Readers will learn to analyze the efficiency of their plans, while still feeling encouraged to push forward with new ideas. Photos, sidebars, and callouts help readers draw connections between new concepts in this book and other makers-related concepts they may already know. Gr.4-7.
An architect's look at how to build a storybook home like a fairy tale castle or a shoe, exploring plans, materials and designing spaces.
FICTION:A little girl has a wonderful idea. With the help of her canine assistant, she is going to make the most magnificent thing! She knows just how it will look. She knows just how it will work. But making the most magnificent thing turns out to be harder than she thinks.
Build some cool stuff! -- Telephone talker -- Striped crayon candle -- Compass in a jar -- Telescoping periscope -- Burglar alarm -- Snowshoes -- Homemade flashlight. Gr.3-6
This text provides a range of activities that develop children's skills and confidence in the subject. Each activity encourages children to plan, carry out and evaluate their work. Themes are organised around the six core areas of design and technology, including structures and joining, creative cooking and electrical power. Gr.1-6
The spectacular paper airplanes ... are so easy and fun to make, even first-time flyers will have a plane soaring through the air in no time! All the designs were chosen because they feature a special detail of paper plane design. Gr.4 and up.
Simple experiments help explain the properties of materials, such as absorption and buoyancy, and how they work in engineering and construction.