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This innovative STEAM guide will help general and special education teachers to increase effective instruction with adolescents (grades 5-10). The authors show teachers how to link STEM concepts with popular fiction and film selections as a catalyst to launch student interactions, discussions, projects, and investigations. This approach will promote problem solving and reasoning skills by initiating the scientific process, rather than simply presenting established facts. The book includes a wealth of lesson plans that connect abstract STEM ideas to realistic experiences that students encounter. Sample lessons call on students to produce drawings and models that move STEM to STEAM. Grounded in popular film and some of the most-read young adult books, the text includes teaching strategies found to be effective with traditionally underserved students and those with disabilities. Book Features: Standards-based STEM lessons interrelated and interwoven with writing, reading, speaking, and other skills. Practical ideas and hands-on activities for engaging adolescents in both traditional and virtual environments. Guidance for working with diverse populations, such as students with different abilities, culturally and linguistically diverse students, translingual students, and transnational students. Templates, handouts, and lessons linked to Star Wars, The Giver, The Immortal Life of Henrietta Lacks, Harry Potter, To Kill a Mockingbird, Star Trek, The Matrix, Holes, and more.
This innovative STEAM guide will help general and special education teachers to increase effective instruction with adolescents (grades 5–10). The authors show teachers how to link STEM concepts with popular fiction and film selections as a catalyst to launch student interactions, discussions, projects, and investigations. This approach will promote problem solving and reasoning skills by initiating the scientific process, rather than simply presenting established facts. The book includes a wealth of lesson plans that connect abstract STEM ideas to realistic experiences that students encounter. Sample lessons call on students to produce drawings and models that move STEM to STEAM. Grounded in popular film and the 31 books most read by adolescent students, the text includes teaching strategies found to be effective with traditionally underserved students and those with disabilities. Book Features: Standards-based STEM lessons are interrelated and interwoven with writing, reading, speaking, and other skills.Practical ideas and hands-on activities for engaging adolescents in both traditional and virtual environments. Guidance for working with diverse populations, such as students with different abilities, culturally and linguistic diverse students, translingual students, and transnational students. Includes full lessons, templates, and handouts
Fire up young readers' imagination and creativity with this classic story featuring added STEAM activities. This beloved children's adventure is retold with vivid and engaging new illustrations - and at the end of every chapter, there are exciting new science, technology, engineering, art and mathematics activities, themed around the events in the book. The activities range from simple puzzles to fun, dynamic experiments, so there's something for every enquiring mind. It's the ideal combination of enchanting story and stimulating science fun.
A children's book providing skill-building opportunities and accessible S.T.E.A.M(Science, Technology, Engineering, Art, and Math) resources while promoting diversity in literacy. STEAM Quest takes you through the story of a young girl named Amora and her self-made robot friend Steam as they travel the world and learn about S.T.E.A.M(Science, Technology, Engineering, Art, and Math) and different places. Through fun activities, students will create momentos on their S.T.E.A.M exploration journey. While coincidentally, taking a journey with Amora and S.T.E.A.M! Through the process, they meet some great people along the way.
Digital Learning in High-Needs Schools examines the challenges and affordances that arise when high-needs school communities integrate educational technologies into their unique settings. Although remote, blended, and networked learning are ubiquitous today, a number of cultural, economic, and political realities—from the digital divide and digital literacy to poverty and language barriers—affect our most vulnerable and underresourced teachers and students. This book uses critical theory to compassionately scrutinize and unpack the systemic issues that impact high-needs schools’ implementation of digital learning tools. Incisive sociocultural analyses across fifteen original chapters explore the intersection of society, technology, people, politics, and education in high-needs school contexts. Informed by real-world cases pertaining to technology infrastructure, formative feedback, Universal Design for Learning, and more, these chapters illuminate how best practices emerge from culturally responsive and context-specific foundations.
Max and Suzy are bored and wish they had a playground in the garden—can the dynamic duo use their engineering know-how to build a swing, slide, and see-saw? Challenges include: choosing the best material to use, how to measure things, and work out how to test their designs. Next steps at the end of the book detail the engineering behind the story, with hands-on activities for children to experiment with the concepts explained, and find out for themselves how things work. STEAM Stories is a series of interactive picture books, each introducing a different STEAM topic: Science, Technology, Engineering, Art, and Math. Join dynamic duo Max and Suzy in these action-packed problem-solving adventures which introduce children to key STEAM concepts through a gripping, interactive story. A review section at the back of each book highlights the key topics, invites children to relate the story to their own experiences, and improves reading comprehension. This STEAM story introduces the concepts of planning and implementing a project. Together with Max and Suzy, young learners will explore the wonders of engineering.
A steamy gay romance short story about a couple's first time... Shane has one rule: “No more dating actors. Not now. Not ever. Never.” Cody's an edible-looking male model. Shane doesn't have to know he's also an actor. At least not yet... "A Model Hookup" is a standalone short prequel to Married for the Millions, the full-length novel about Cody and Shane's romance. If you've already read the novel, find out more about how they met on the set of one of Cody's first modeling jobs, complete with an adorable St. Bernard co-star. You're also welcome to read the short story first. "A Model Hookup" has a Happy For Now ending, and Married for the Millions brings them to their Happily Ever After.
Story and illustrations of the demise of the steam locomotive.
Max and Suzy receive an invitation to a mathematical treasure hunt in the park. Can the dynamic duo use their math skills to solve mind-bending puzzles in order to enjoy the perfect picnic? Challenges include: identifying shapes, counting, multiplying, and dividing. Next steps at the end of the book detail the math behind the story, with hands-on activities for children to experiment with the concepts explained, and find out for themselves how things work. STEAM Stories is a series of interactive picture books, each introducing a different STEAM topic: Science, Technology, Engineering, Art, and Math. Join dynamic duo Max and Suzy in these action-packed problem-solving adventures which introduce children to key STEAM concepts through a gripping, interactive story. A review section at the back of each book highlights the key topics, invites children to relate the story to their own experiences, and improves reading comprehension. This STEAM story introduces addition and subtraction, geometry, and multiplication and division. Together with Max and Suzy, young learners will explore the wonders of math.
Cuddle up with the beloved animal friends from the bestselling Steam Train, Dream Train and count on lots of fun! Little train enthusiasts will love counting from one to ten along with the dreamy train cars!