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17 kirjaa tekijältä Angie Smibert

Exciting Engineering Activities

Exciting Engineering Activities

Angie Smibert

Capstone Press
2017
sidottu
Educational, easy-to-do activities will teach young readers more about engineering. Using simple, easy to find materials, these activities will help readers better understand electrical engineering, structural engineering, environmental engineering, and more
Exciting Engineering Activities

Exciting Engineering Activities

Angie Smibert

Capstone Press
2017
nidottu
Educational, easy-to-do activities will teach young readers more about engineering. Using simple, easy to find materials, these activities will help readers better understand electrical engineering, structural engineering, environmental engineering, and more
Inside Computers

Inside Computers

Angie Smibert

Core Library
2018
sidottu
Some computers can do calculations in space, beat contestants at Jeopardy , and create complex images and videos. Inside Computers introduces readers to the uses of computers, the hardware and software that make computers possible, and the future of computer technology. Aligned to Common Core Standards and correlated to state standards. Core Library is an imprint of Abdo Publishing, a division of ABDO.
Artificial Intelligence

Artificial Intelligence

Angie Smibert

Nomad Press
2018
sidottu
What is artificial intelligence? How is artificial intelligence going to change our lives?"Alexa, play my favorite song! Alexa, shut the garage door!" Imagine a world in which you simply call out a request while sitting in your living room and have a small computer comply. Suddenly, the driving beat of your favorite song fills the air while in the distance you hear the grind of the garage door coming down.This scenario is no longer science fiction! Our world is becoming increasingly inhabited by machines that can talk to us, listen to us, perform as asked, and even solve problems with no direction from humans. A machine with artificial intelligence is one that can perceive its environment and change its computing and behavior to reflect that environment, while using tools at hand to solve problems or reach goals.In Artificial Intelligence: Thinking Machines and Smart Robots with Science Activities for Kids, one of four titles in the Technology for Today set, readers ages 10 to 15 learn the early definitions of AI and discover how these definitions, and the tests that are applied to determine whether a machine has AI or not, have changed as machines have grown increasingly competent in unexpected ways. Through a combination of science activities and student-paced learning, readers discover the AI machines of today and their uses in various fields, such as entertainment, the military, and health care. Includes 25 STEAM activities that encourage the development of important skills, including comparing and contrasting, looking for detailed evidence, making deductions, and applying critical analysis to a wide variety of media.What about the future? How will AI affect the way we understand and integrate with technology and with each other? How can AI improve our lives? Is there anything dangerous about AI? What are the ethical issues surrounding the use of AI? Essential questions such as these promote critical examination of issues from all sides, while primary sources and science-minded engineering activities, such as experimenting with the programs Sound Net and iNaturalist and making a model of a neural network, let readers have a blast learning about the age of thinking machines we're in right now.In the Technology for Today set, readers ages 10 to 115 explore the digital and tech landscapes of today and tomorrow through hands-on STEAM activities and compelling stories of how things work, who makes them work, and why. Titles in this set include Industrial Design: Why Smartphones Aren't Round and Other Mysteries with Science Activities for Kids; Big Data: Information in the Digital World with Science Activities for Kids; Projectile Science: The Physics Behind Kicking a Field Goal and Launching a Rocket with Science Activities for Kids; and Artificial Intelligence: Thinking Machines and Smart Robots with Science Activities for Kids.Nomad Press books integrate content with participation. Common Core State Standards, the Next Generation Science Standards, and STEM Education all place project-based learning as key building blocks in education. Combining content with inquiry-based projects stimulates learning and makes it active and alive. Nomad's unique approach simultaneously grounds kids in factual knowledge while allowing them the space to be curious, creative, and critical thinkers.
Artificial Intelligence

Artificial Intelligence

Angie Smibert

Nomad Press
2018
pokkari
What is artificial intelligence? How is artificial intelligence going to change our lives?"Alexa, play my favorite song! Alexa, shut the garage door!" Imagine a world in which you simply call out a request while sitting in your living room and have a small computer comply. Suddenly, the driving beat of your favorite song fills the air while in the distance you hear the grind of the garage door coming down.This scenario is no longer science fiction! Our world is becoming increasingly inhabited by machines that can talk to us, listen to us, perform as asked, and even solve problems with no direction from humans. A machine with artificial intelligence is one that can perceive its environment and change its computing and behavior to reflect that environment, while using tools at hand to solve problems or reach goals.In Artificial Intelligence: Thinking Machines and Smart Robots with Science Activities for Kids, one of four titles in the Technology for Today set, readers ages 10 to 15 learn the early definitions of AI and discover how these definitions, and the tests that are applied to determine whether a machine has AI or not, have changed as machines have grown increasingly competent in unexpected ways. Through a combination of science activities and student-paced learning, readers discover the AI machines of today and their uses in various fields, such as entertainment, the military, and health care. Includes 25 STEAM activities that encourage the development of important skills, including comparing and contrasting, looking for detailed evidence, making deductions, and applying critical analysis to a wide variety of media.What about the future? How will AI affect the way we understand and integrate with technology and with each other? How can AI improve our lives? Is there anything dangerous about AI? What are the ethical issues surrounding the use of AI? Essential questions such as these promote critical examination of issues from all sides, while primary sources and science-minded engineering activities, such as experimenting with the programs Sound Net and iNaturalist and making a model of a neural network, let readers have a blast learning about the age of thinking machines we're in right now.In the Technology for Today set, readers ages 10 to 15 explore the digital and tech landscapes of today and tomorrow through hands-on STEAM activities and compelling stories of how things work, who makes them work, and why. Titles in this set include Industrial Design: Why Smartphones Aren't Round and Other Mysteries with Science Activities for Kids; Big Data: Information in the Digital World with Science Activities for Kids; Projectile Science: The Physics Behind Kicking a Field Goal and Launching a Rocket with Science Activities for Kids; and Artificial Intelligence: Thinking Machines and Smart Robots with Science Activities for Kids.Nomad Press books integrate content with participation. Common Core State Standards, the Next Generation Science Standards, and STEM Education all place project-based learning as key building blocks in education. Combining content with inquiry-based projects stimulates learning and makes it active and alive. Nomad's unique approach simultaneously grounds kids in factual knowledge while allowing them the space to be curious, creative, and critical thinkers.
The Truce

The Truce

Angie Smibert

Boyds Mills Press
2020
sidottu
Twelve-year-old Bone, whose Gift allows her to see memories in everyday objects, must unearth her family's deepest secrets to find her favorite, missing uncle. This supernatural historical mystery is the final book in the critically-acclaimed and emotionally-resonant Ghosts of Ordinary Objects trilogy. In a southern Virginia coal-mining town in December 1942, Bone Phillips is learning to control her Gift: seeing the history of a significant object when she touches it. But one object is off limits: Uncle Ash's World War I dog tags, which hold memories of terror. When a body identified as Uncle Ash turns up inside the mines, Bone will need every ounce of courage she can summon to not only find her beloved uncle through the dog tags but prove that he isn't the thief the mine supervisor claims he is. The Truce is the riveting conclusion to the Ghosts of Ordinary Objects trilogy, with Bone facing her greatest challenge yet.
12 Incredible Facts about the Dropping of the Atomic Bombs
Through fact-driven text, key photos, and engaging layouts, Turning Points explores many pivotal moments in the rich history of the United States. There are moments of celebration. There are also moments of crisis. Each important moment shaped the US into the country it is today. Readers will explore US history from the Boston Tea Party through the Civil Rights movement in this enlightening and well-balanced series. History is brought to life in 12 Incredible Facts about the Dropping of the Atomic Bombs. Twelve chapters of fact-filled text, fascinating historical photos, and intriguing page design work together to drive readers to a deep understanding of this important turning point in US history. The main text is embellished with in-depth sidebars, numerical facts, and mentally stimulating prompts. A supplemental timeline, glossary, and resources for more information round out the reading experience.
12 Incredible Facts about the First Moon Landing
Through fact-driven text, key photos, and engaging layouts, Turning Points explores many pivotal moments in the rich history of the United States. There are moments of celebration. There are also moments of crisis. Each important moment shaped the US into the country it is today. Readers will explore US history from the Boston Tea Party through the Civil Rights movement in this enlightening and well-balanced series. History is brought to life in 12 Incredible Facts about the First Moon Landing. Twelve chapters of fact-filled text, fascinating historical photos, and intriguing page design work together to drive readers to a deep understanding of this important turning point in US history. The main text is embellished with in-depth sidebars, numerical facts, and mentally stimulating prompts. A supplemental timeline, glossary, and resources for more information round out the reading experience.
Video Games from Then to Now

Video Games from Then to Now

Angie Smibert

Sequence
2022
sidottu
Video game technology is brought to life with photo-driven design, clear text, and an integrated timeline, making this an excellent resource on the history of video games for elementary students. The saga of video games is rife with epic quests, thievery, and competition. It took Ralph Baer about 15 years to complete his quest to play video games on home TVs, finally selling the first gaming console. Then Atari stole his table tennis game and made Pong and arcade history. Shortly after, Atari would also ignite the console wars with its Atari 2600. From Spacewar to Mario Bros. to Fortnite, gaming has gone from geek to mainstream, with top Esports winners taking home millions of dollars. With virtual reality, where will gaming go next? A table of contents, glossary, further resources, and an index are included.
Bone's Gift

Bone's Gift

Angie Smibert

Boyds Mills Press
2019
nidottu
Twelve-year-old Bone possesses a Gift that allows her to see the stories in everyday objects in this supernatural historical mystery. The first title in a series -- now in paperback! In southern Virginia coal-mining town in 1942, Bone Phillips has just reached the age when most members of her family discover their Gift. Bone has a Gift that disturbs her; she can sense stories when she touches an object that was important to someone. She sees both sad and happy--the death of a deer in an arrowhead, the pain of a beating in a baseball cap, and the sense of joy in a fiddle. There are also stories woven into her dead mama's butter--yellow sweater--stories Bone yearns for and fears. When Bone receives a note that says her mama's Gift is what killed her, Bone tries to uncover the truth. Could Bone's Gift do the same? Here is a beautifully resonant coming-of-age tale about learning to trust the power of your own story.
Phones from Then to Now

Phones from Then to Now

Angie Smibert

Amicus/Amicus Ink
2022
sidottu
Telephone technology is brought to life with photo-driven design, clear text, and an integrated timeline, making this an excellent resource on the history of landlines and cell phones for elementary students. Once upon a time, no one carried a phone around. Phones plugged into a wall and you could only move as far as the cord let you. And it basically stayed that way for 100 years When we finally got cordless phones, you still had to stay in your house to call. The first mobile phones weighed 80 pounds and had to be carried around in a car--hence the term car phone. The dawn of the cell phone was the 1980s with the Motorola Dynatec. Phones changed forever. Now we have smart phones in our pockets A table of contents, glossary, further resources, and an index are included.
Game Logic: Level Up and Create Your Own Games with Science Activities for Kids
What was the last game you played? Video game, board game, world building game? In Game Logic: Level Up and Create Your Own Games with Science Activities for Kids, middle schoolers take on the world of games by figuring out what makes them challenging, fun, and addictive Kids love games. Board games are still wildly popular, despite the profusion of video gaming devices that reach audiences as young as toddlerhood. World-building games such as Settlers of Catan and Dungeons & Dragons are played by hundreds of thousands of people worldwide, both online and in living rooms, and gaming conferences occur around the globe, including hundreds in the United States alone. This makes gaming a perfect backdrop for learning new skills This book takes kids on a journey to discover the history of games, and then leads them from their initial idea for a new game through several iterations of a game all the way to playing the final version of a game they created. Educators use games as a way to introduce logic, collaboration, and persistence in classrooms, and Game Logic is the perfect companion. Kids explore the processes of both playing and creating games while developing critical and creative thinking skills that apply to tasks and concepts across academic fields. Game Logic includes hands-on STEAM activities and critical thinking exercises related to games. Fun facts, links to online primary sources and other supplemental material, and essential questions encourage readers to dive deeper into the games they love to discover what makes them tick. Nomad Press books integrate content with participation. Common Core State Standards, the Next Generation Science Standards, and STEM Education all place project-based learning as key building blocks in education. Combining content with inquiry-based projects stimulates learning and makes it active and alive. Nomad's unique approach simultaneously grounds kids in factual knowledge while allowing them the space to be curious, creative, and critical thinkers.