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Award-winning artist and educator Tim Needles brings a fresh approach to STEAM topics, focusing on creativity, innovation and collaboration. There are numerous books on STEAM, but most are either arts and crafts project books designed for children or high-level books that can be weighty and inaccessible for new teachers. This accessible and engaging book offers creative ideas for blending arts and STEM learning (STEAM). It covers the fundamentals of STEAM, with project ideas and best practices, while providing insight from educators in the field. Technologies covered include: coding, robotics, 3D printing, virtual and augmented reality, photography, video, animation and digital drawing. In addition, the book addresses several different approaches to bringing STEAM learning to the next level, such as collaboration, global learning, project-based learning, makerspaces and social-emotional learning. The book: • Features a breadth of technology and project possibilities, with project ideas organized by technology type. • Explores long-standing concepts that are relevant regardless of specific advances in technology, providing the pedagogy behind the projects rather than technology for technology’s sake. • Offers a highly visual approach, incorporating photographs and hand-drawn sketchnotes. • Illustrates concepts through author examples as well as a series of interviews featuring STEAM professionals and expert teachers. • Presents topics in a clear, concise manner that's useful for repeated reading and as a practical resource. With its friendly style and visual design, the book is a practical guide for new and emerging educators, and for educators looking for fun and creative ways to invigorate their STEAM curriculum.
"The Most Powerful Idea in the World argues that the very notion of intellectual property drove not only the invention of the steam engine but also the entire Industrial Revolution." -- Back cover.
This is the first comprehensive history of the steam engine in fifty years. It follows the development of reciprocating steam engines, from their earliest forms to the beginning of the twentieth century when they were replaced by steam turbines.
With the overwhelming amount of new information that bombards us each day, it is perhaps difficult to imagine a time when the widespread availability of the printed word was a novelty. In early nineteenth-century Britain, print was not novel—Gutenberg’s printing press had been around for nearly four centuries—but printed matter was still a rare and relatively expensive luxury. All this changed, however, as publishers began employing new technologies to astounding effect, mass-producing instructive and educational books and magazines and revolutionizing how knowledge was disseminated to the general public. In Steam-Powered Knowledge, Aileen Fyfe explores the activities of William Chambers and the W. & R. Chambers publishing firm during its formative years, documenting for the first time how new technologies were integrated into existing business systems. Chambers was one of the first publishers to abandon traditional skills associated with hand printing, instead favoring the latest innovations in printing processes and machinery: machine-made paper, stereotyping, and, especially, printing machines driven by steam power. The mid-nineteenth century also witnessed dramatic advances in transportation, and Chambers used proliferating railway networks and steamship routes to speed up communication and distribution. As a result, his high-tech publishing firm became an exemplar of commercial success by 1850 and outlived all of its rivals in the business of cheap instructive print. Fyfe follows Chambers’s journey from small-time bookseller and self-trained hand-press printer to wealthy and successful publisher of popular educational books on both sides of the Atlantic, demonstrating along the way the profound effects of his and his fellow publishers’ willingness, or unwillingness, to incorporate these technological innovations into their businesses.
Superheroes and steampunk come together in 19th century New York. Sir Dennis Darby has been murdered, the Automaton has been destroyed, and Sarah Stanton has turned her back on a life of privilege and comfort to try and find her way in the unforgiving streets of New York. But Lord Eschaton, the villain behind all these events, isn't finished with her yet. His plans to bring his apocalyptic vision of the future to the world are moving forward, but to complete his scheme he needs the clockwork heart that Sarah still holds. But she has her own plans for the Automaton's clockwork heart--Sarah is trying to rebuild her mechanical friend, and when she is attacked by the Children of Eschaton, the man who comes to her rescue may be the one to make her dreams come true. Emelio Armando is a genius inventor who had hoped to leave his troubles behind when he and his sister left Italy for a life of anonymity in the New World. Now he finds himself falling in love with the fallen society girl, but he is rapidly discovering just how powerful the forces of villainy aligned against her are, and that fulfilling her desires means opening the door to a world of danger that could destroy everything he has built. The Society of Steam takes place in a Victorian New York powered by the discovery of Fortified Steam, a substance that allows ordinary men to wield extraordinary abilities and grants powers that can corrupt gentlemen of great moral strength. The secret behind this amazing substance is something that wicked brutes will gladly kill for, and one that Sarah must try and protect, no matter what the cost. From the Trade Paperback edition.
This book examines how the expansion of a steam-powered Royal Navy from the second half of the nineteenth century had wider ramifications across the British Empire. In particular, it considers how steam propulsion made vessels utterly dependent on a particular resource – coal – and its distribution around the world. In doing so, it shows that the ‘coal question’ was central to imperial defence and the protection of trade, requiring the creation of infrastructures that spanned the globe. This infrastructure required careful management, and the processes involved show the development of bureaucracy and the reliance on the ‘contractor state’ to ensure this was both robust and able to allow swift mobilisation in war. The requirement to stop regularly at foreign stations also brought men of the Royal navy into contact with local coal heavers, as well as indigenous populations and landscapes. These encounters and their dissemination are crucial to our understanding of imperial relationships and imaginations at the height of the imperial age.
"A mysterious woman named Magna Spadarossa searches the many kingdoms of her world to find her missing sister, Sonja. From glamorous airships to clockwork cities to primordial jungles, Magna evades the pursuit of strange and dastardly villains, thanks to the help of many brave heroes. Featuring Red Sonja, Vampirella, Green Hornet, Kato, Flash Gordon, The Phantom, Silver Star, Captain Victory, The Six Million Dollar Man, and Zorro, as you've never seen them before!"--Page 4 of cover.