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If you can build it, you can play it! Create fun games just by making a simple circuit. Learn about what a circuit is by creating your own. Each project contains a list of easy-to-find supplies and step-by-step instructions.
Spark your interest in circuitry! Get ready to be amazed with this electrifying combination of five circuit games to build from scratch. Use actual electronic components to construct a DIY operation game, compete with friends in a Space Loop race, assemble a quiz show board, and more. A step-by-step book of instructions teaches you how to be a maker by adding wires, LEDs, and buzzers for super-charged fun. Includes: AA battery holders, Popsicle stick, 2 blue LEDs, 3 white LEDs, Paper clip, Craft wire, Coated wire, Copper brads, 2 buzzers, Paper craft game pieces, Metal tweezers
Have you ever wondered how electricity powers your home or school? What about how that electricity travels? In any device that uses electricity, inside is a small path called a circuit through which electricity travels. Whether we see them in these devices or not, circuits are constantly at work. But how do circuits work? How were they invented? Explore the key concepts that make up a circuit, including the power source, conducting path, and load. Learn how circuits power devices of all sizes, from computers to the lights in your home to satellites in outer space!
Why do the lights in a house turn on when you flip a switch? How does a remote-controlled car move? And what makes lights on TVs and microwaves blink? The technology around you may seem like magic, but most of it wouldn’t run without electricity. Electronics for Kids demystifies electricity with a collection of awesome hands-on projects. In Part 1, you’ll learn how current, voltage, and circuits work by making a battery out of a lemon, turning a metal bolt into an electromagnet, and transforming a paper cup and some magnets into a spinning motor. In Part 2, you’ll make even more cool stuff as you: –Solder a blinking LED circuit with resistors, capacitors, and relays –Turn a circuit into a touch sensor using your finger as a resistor –Build an alarm clock triggered by the sunrise –Create a musical instrument that makes sci-fi soundsThen, in Part 3, you’ll learn about digital electronics—things like logic gates and memory circuits—as you make a secret code checker and an electronic coin flipper. Finally, you’ll use everything you’ve learned to make the LED Reaction Game—test your reaction time as you try to catch a blinking light!With its clear explanations and assortment of hands-on projects, Electronics for Kids will have you building your own circuits in no time.
Publisher's Note: Products purchased from Third Party sellers are not guaranteed by the publisher for quality, authenticity, or access to any online entitlements included with the product. Debug, Tweak and fine-tune your DIY electronics projects This hands-on guide shows, step by step, how to build, debug, and troubleshoot a wide range of analog electronic circuits. Written by electronics guru Ronald Quan, Troubleshooting Electronic Circuits: A Guide to Learning Analog Circuits clearly explains proper debugging techniques as well as testing and modifying methods. In multiple chapters, poorly-conceived circuits are analyzed and improved. Inside, you will discover how to design or re-design high-quality circuits that are repeatable and manufacturable. Coverage includes: • An introduction to electronics troubleshooting • Breadboards • Power sources, batteries, battery holders, safety issues, and volt meters • Basic electronic components • Diodes, rectifiers, and Zener diodes • Light emitting diodes (LEDs) • Bipolar junction transistors (BJTs) • Troubleshooting discrete circuits (simple transistor amplifiers) • Analog integrated circuits, including amplifiers and voltage regulators • Audio circuits • Troubleshooting analog integrated circuits • Ham radio circuits related to SDR • Trimmer circuits, including the 555 chip and CMOS circuits
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.
"A hands-on primer for the new electronics enthusiast"--Cover.
Dig all the diamonds you want, build the biggest castle, or even kill the Ender Dragon, but everyone knows there’s one thing that makes a true Minecraft master: the ability to build with Redstone. Redstone is the most complex and least understood part of the Minecraft world, and using it well is the most respected and sought-after skill in the game. Few players learn everything they need to know to use Redstone effectively solely through gameplay. Enter The Ultimate Guide to Mastering Circuit Power!, an easy-to-understand guide to mastering this mysterious ore. Readers will find a step-by-step tutorial from the most general, basic concepts of Redstone, such as how to use the right tools to mine the greatest amount of it, all the way through to actual project completion on the beginner, intermediate, and advanced levels. This manual includes a comprehensive breakdown of each and every Redstone-related item and how it works, as well as a guide to wiring and engineering that’s so precise, those who use it will have a basic working knowledge of actual, real-life electrical wiring. Also included are samples from the best Redstone engineers and a gallery of creations to inspire you in your Redstone builds.
Videogames were once made with a vast range of tools and technologies, but in recent years a small number of commercially available 'game engines' have reached an unprecedented level of dominance in the global videogame industry. In particular, the Unity game engine has penetrated all scales of videogame development, from the large studio to the hobbyist bedroom, such that over half of all new videogames are reportedly being made with Unity. This book provides an urgently needed critical analysis of Unity as ‘cultural software’ that facilitates particular production workflows, design methodologies, and software literacies. Building on long-standing methods in media and cultural studies, and drawing on interviews with a range of videogame developers, Benjamin Nicoll and Brendan Keogh argue that Unity deploys a discourse of democratization to draw users into its ‘circuits of cultural software’. For scholars of media production, software culture, and platform studies, this book provides a framework and language to better articulate the increasingly dominant role of software tools in cultural production. For videogame developers, educators, and students, it provides critical and historical grounding for a tool that is widely used yet rarely analysed from a cultural angle.
This book constitutes the refereed proceedings of the 6th International Conference on Computer Supported Education, CSEDU 2014, held in Barcelona, Spain, in April 2014. The 24 revised full papers presented were carefully reviewed and selected from 242 submissions. The papers address topics such as information technologies supporting learning; learning/teaching methodologies and assessment; social context and learning environments; domain applications and case studies; and ubiquitous learning.