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This DK children's book aged 11-14 is brimming with exciting, educational activities and projects that focus on electronics and technology. Keep your siblings out of your room with a brilliant bedroom alarm, power a propellor motorboat, make a stereo from pipes, build your own AM radio, and construct a night light by following step-by-step instructions and using affordable equipment. Inventor Lab will engage budding scientists and engineers as they experiment, invent, trial, and test technology, electronics, and mechanics at home. Simple steps with clear photographs take readers through the stages of each low-cost project, with fact-filled "How it works" panels to explain the science behind each one, and to fascinate them with real-world examples. With an increasing focus across school curricula on encouraging children to enjoy and explore STEM subjects (science, technology, engineering, and maths), Inventor Lab is the perfect companion for any inquisitive child with an interest in how the worlds of science experiments and technology work, and why.
Angie Karcher's Best in Rhyme Award 2019 A funny, modern take on a classic nursery rhyme featuring a crafty, science-minded girl. Mary is an enterprising young inventor. One day she realizes she has no friends, so she decides a pet will do the trick. But the pet Mary wants isn't one she can easily buy...so she makes one—and it's a sheep, of course! Soon Mary, her sheep, and her new invention gain her popularity and friends. But when she starts making sheep for her new friends, chaos abounds.
Build, create, invent, and discover 28 awesome experiments and activities with Maker Lab. Created in association with the Smithsonian Institution and supporting STEAM education initiatives, Maker Lab has 28 kid-safe projects and crafts that will get young inventors' wheels turning and make science pure fun. Explaining science through photographs and facts that carefully detail the "why" and "how" of each experiment using real-world examples to provide context, each activity is appropriate for kids ages 8-12 years old and ranked easy, medium, or hard, with an estimated time frame for completion. Requiring only household materials, young makers can build an exploding volcano, make bath fizzies, construct a solar system, make an eggshell geode, and more. With a foreword by Jack Andraka, a teen award-winning inventor, Maker Lab will help kids find their inner inventor to impress friends, family, and teachers and create winning projects for science fairs and school projects.
With a foreword by Gitanjali Rao, Time Magazine’s inaugural Kid of the Year, this engaging guide from MITeen Press teaches anyone to design and publish their own apps—no experience necessary!—and introduces young app creators from around the world. Have you ever wanted to build your own mobile apps? App Inventor, a free and revolutionary online program from MIT, lets you do just that. With the help of this companion guide chock-full of colorful graphics and easy-to-follow instructions, readers can learn how to create six different apps, including a working piano, a maze game, and even their own chat app to communicate with friends—then use what they’ve learned to build apps of their own imagination. User-friendly code blocks that snap together allow even beginners to quickly create working apps. Readers will also learn about young inventors already using their own apps to make a difference in their communities, such as the girls from Moldova whose app helps alert residents when local well water is contaminated. Or the boys from Malden, Massachusetts, whose app lets users geotag potholes to alert city hall when repairs are needed. With this inspiring guide, curious young dreamers can become real inventors with real-world impact.
The definitive history of America’s greatest incubator of innovation and the birthplace of some of the 20th century’s most influential technologies “Filled with colorful characters and inspiring lessons . . . The Idea Factory explores one of the most critical issues of our time: What causes innovation?” —Walter Isaacson, The New York Times Book Review “Compelling . . . Gertner's book offers fascinating evidence for those seeking to understand how a society should best invest its research resources.” —The Wall Street Journal From its beginnings in the 1920s until its demise in the 1980s, Bell Labs-officially, the research and development wing of AT&T-was the biggest, and arguably the best, laboratory for new ideas in the world. From the transistor to the laser, from digital communications to cellular telephony, it's hard to find an aspect of modern life that hasn't been touched by Bell Labs. In The Idea Factory, Jon Gertner traces the origins of some of the twentieth century's most important inventions and delivers a riveting and heretofore untold chapter of American history. At its heart this is a story about the life and work of a small group of brilliant and eccentric men-Mervin Kelly, Bill Shockley, Claude Shannon, John Pierce, and Bill Baker-who spent their careers at Bell Labs. Today, when the drive to invent has become a mantra, Bell Labs offers us a way to enrich our understanding of the challenges and solutions to technological innovation. Here, after all, was where the foundational ideas on the management of innovation were born.
Discover how to use the LEGO MINDSTORMS Inventor kit and boost your confidence in robotics Key FeaturesGain confidence in building robots using creative designsLearn advanced robotic features and find out how to integrate them to build a robotWork with the block coding language used in robotics software in a practical wayBook Description LEGO MINDSTORMS Robot Inventor is the latest addition to the LEGO MINDSTORMS theme. It features unique designs that you can use to build robots, and also enable you to perform activities using the robot inventor application. You'll begin by exploring the history of LEGO MINDSTORMS, and then delve into various elements of the Inventor kit. Moving on, you'll start working on different projects which will prepare you to build a variety of smart robots. The first robotic project involves designing a claw to grab objects, and helps you to explore how a smart robot is used in everyday life and in industry. The second project revolves around building a working guitar that can be played and modified to meet the needs of the user. As you advance, you'll explore the concept of biomimicry as you discover how to build a scorpion robot. In addition to this, you'll also work on a classic robotic challenge by building a sumobot. Throughout the book, you'll come across a variety of projects that will provide you with hands-on experience in building creative robots, such as building a Dragster, Egg Decorator, and Plankton from Spongebob Squarepants. By the end of this LEGO book, you'll have got to grips with the concepts behind building a robot, and also found creative ways to integrate them using the application based on your creative insights and ideas. What you will learnDiscover how the Robot Inventor kit works, and explore its parts and the elements inside themDelve into the block coding language used to build robotsFind out how to create interactive robots with the help of sensorsUnderstand the importance of real-world robots in today's landscapeRecognize different ways to build new ideas based on existing solutionsDesign basic to advanced level robots using the Robot Inventor kitWho this book is for This book is for robot enthusiasts, LEGO lovers, hobbyists, educators, students, and anyone looking to learn about the new LEGO Robot Inventor kit. This book is designed to go beyond the basic build through to intermediate and advanced builds, and enables you to add your personal flair to the builds and codes.
From building a bridge and crafting a catapult to making a marble run and creating a crane, Science Lab includes activities that young readers can do at home to explore, discover, and understand the way the world works. How are rockets fired into space? How is energy harnessed? How do buildings survive earthquakes? With fun, hands-on projects and experiments, this book reveals how science, technology, engineering, and maths are woven through the world around us. Simple steps guide readers through the stages of each project, with spotlights on the key science, technology, engineering, and maths learning involved in each project along the way. "Take it further" panels encourage young readers to experiment and take their projects to the next level, developing their independence, initiative, and creative thinking skills. With a focus on STEM subjects (science, technology, engineering, and maths) across school curricula to prepare children for the modern world, Science Lab will inspire and engage inquisitive young readers. It's perfect for school projects, homework help, and firing up imaginations.
Nikola Tesla was crazy smart. He invented the idea for cell phones in 1893, discovered alternating current, and invented a death ray gun. Of course, he also talked to pigeons, ate only boiled food, and was scared of women who wore jewelry. He was an insane inventor. So was Henry Cavendish, who discovered hydrogen, calculated the density of the Earth, and was so scared of people that he had to write notes to communicate. Sir Isaac Newton discovered the laws of gravity, believed in magic, and thought he could make a potion to create gold. These stories may sound twisted, but they're all true tales from science! Ages 9-12
EVERYTHING CAN BE USED AGAIN! That's Dawson's motto. He collects junk that people throw away and turns it into something STUPENDOUS. But when Dawson uses his skills to create a machine to do his chores for him, he discovers he might have invented something a little too... AWESOME. Can he stop the rampaging robot before it destroys the entire town? Chris Gall inspires kids to reuse, repurpose, and recycle in this inventive adventure about a boy superhero who turns trash into treasures--and saves the world while he's at it!