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For fans of Raina Telgemeier's Drama, The Maker's Club, a gorgeous graphic novel from an Eisner-nominated author, is about a group of kids who blend art and science to create incredible projects in video gaming, fashion, and a whole lot more. Join the Makers Club, where art and science come together! This graphic novel contains two stories in one. In the first story, readers meet Nadia and Priya, who are paired up for a science fair project. With Nadia's art and Priya's coding skills, they make a video game that's sure to impress, but soon learn there's more to teamwork than just having the individual skills. In the second story, old friends Aqilah and Yong Qiang reconnect at their new school. As they both try to pursue their passions in fashion design and engineering, they'll soon find that trying to do everything and please everyone catches up to you eventually. Readers will love this colorful graphic novel that's all about friendship, crafting, and coming up with creative solutions.
Classic and innovative hands-on projects for kids ages 3 and up designed to teach both heritage skills and how to think creatively. Handcraft is part of human nature: we build, we create, we innovate. The 20+ projects in this book from an experienced art educator weave a story of human innovation and creativity, from the very beginnings of building shelters in the woods to tinkering with recycled materials. Heritage skills teach children how to be independent and capable makers; fiber and wood projects offer rewarding crafts that also teach planning, preparation, and safe risk taking; and tinkering activities connect the low-tech process of making and doing with innovation. From soap carving and knot tying to building toy cars and junk robots, this book brings the fun of making things with your hands to young kids and links skills of the past with the present. The book also explores how to set up a maker space and teaches foundational workshop practices that can easily be applied to the home studio. Each project offers extensions for different ages and abilities and provides guiding questions to enrich the experience for both the maker (teacher/parent) and the apprentice (child) to encourage and celebrate creative, practical play.
Librarians Graves et al. discuss challenge-based learning in school library makerspaces. They describe how to create a maker community in a school; expand learning with the local and global maker community through Maker Fests, digital media, local events, and other means; craft interactive spaces; use the workshop model to teach students a new skill; use design thinking, design challenges, and crowdsourced research methods to help students think like designers; create design challenges for elementary and secondary students; and use crowdsourced research and maker journals. --Publisher.
A power cut and a series of mini disasters means friends, Jess, Nadia, Tomma and Ash barely make it to the station to catch their train to school. What they find is a far cry from the usual packed commuter train they’re expecting… When they arrive at Hickley School, the children are surprised to find some of the buildings missing and they don’t recognise any of the other pupils, who are all dressed in a different style of uniform. The only person who takes the time to help them is Martha, despite being preoccupied by her own worries about her family being hungry and not hearing from brother, Henry whom she says is away fIghting. The children soon realise this is no normal day and it’s not until they return home that they’re able to figure out what happened. What they don’t know is whether it was a one-off day, or if they will get to see Martha and the other pupils again. Jess hopes so. She has something she needs to tell Martha. Not knowing how or why, she feels a connection and an obligation to this girl she can’t explain.
“In this slow-simmering but rewarding retelling, first-novelist Bunce presents an innovative interpretation of Rumpelstiltskin.” —Horn Book Winner of the William C. Morris Award for a Young Adult Debut An ALA Best Book for Young Adults A Smithsonian Notable Book An Oprah’s Book Club Kids’ Reading List Teen Selection The gold thread promises Charlotte Miller a chance to save her family’s beloved woolen mill. It promises a future for her sister, jobs for her townsfolk, security against her grasping uncle—maybe even true love. To get the thread, Charlotte must strike a bargain with its maker, the mysterious Jack Spinner. But the gleam of gold conjures a shadowy past—secrets ensnaring generations of Millers. And Charlotte’s mill, her family, her love—what do those matter to a stranger who can spin straw into gold? This is an award-winning and wholly original retelling of “Rumplestiltskin.” “Set in a rural valley in the late 1700s, this reworking of the ‘Rumplestiltskin’ story includes ghosts, witchcraft, elements of Georgian society, and much earlier folk magic in the guise of a novel of manners.” —School Library Journal “A Curse Dark as Gold beats the hell out of any fantasy novel I’ve read this year. Her heroine/narrator is immensely appealing; the atmosphere of a world on the cusp of the Industrial Revolution is completely believable; and the suspense of the story builds so craftily that I started taking notes on just how she does it.” —Peter S. Beagle, World Fantasy Award-winning author “An intelligent, original, and interesting new take on an old fairy tale, and a marvelous debut novel.” —Teen Book Review
An enchanting, magical novel set in a mysterious toyshop - perfect for fans of Erin Morgenstern's The Night Circus, Stephanie Garber's Caraval and Jessie Burton's The Miniaturist. The Christmas Emporium opens with the first sign of frost . . . It is 1917, and while war wages across Europe, in the heart of London, there is a place of hope and enchantment. The Emporium sells toys that capture the imagination of children and adults alike: patchwork dogs that seem alive, toy boxes that are bigger on the inside, soldiers that can fight battles of their own. Into this family business comes young Cathy Wray, running away from a shameful past. The Emporium takes her in, makes her one of its own. But Cathy is about to discover that the Emporium has secrets of its own . . . Complete your collection with Paris by Starlight, the next novel from the author of the The Toymakers, out now ***** 'This vivid, haunting novel is both vast and intimate. A wonderful and thought-provoking read.' KATHERINE ARDEN, author of The Warm Hands of Ghosts Engaging and enchanting . . . A fairytale for adults, with all the wonder – and terror – that that entails.' GUARDIAN 'There is magic at the heart of The Toymakers, a glittery inventiveness that shimmers through the dark corners of a story about love, war and sibling rivalry.' SUNDAY EXPRESS 'I was gripped, and thrilled, and touched, and above all I was completely swept into the magic of the book . . . Just astonishing' ADAM ROBERTS, author of Jack Glass 'Anyone who’s ever stepped inside a traditional toyshop and marvelled at the wonders on display will instantly be captivated by this book' CULTUREFLY
Makeology introduces the emerging landscape of the Maker Movement and its connection to interest-driven learning. While the movement is fueled in part by new tools, technologies, and online communities available to today’s makers, its simultaneous emphasis on engaging the world through design and sharing with others harkens back to early educational predecessors including Froebel, Dewey, Montessori, and Papert. Makers as Learners (Volume 2) highlights leading researchers and practitioners as they discuss and share current perspectives on the Maker movement and research on educational outcomes in makerspaces. Each chapter closes with a set of practical takeaways for educators, researchers, and parents.
A fascinating study of the global Maker Movement that explores how ‘making’ impacts our personal and social development—perfect for enthusiastic DIY-ers Dale Dougherty, creator of MAKE: magazine and the Maker Faire, provides a guided tour of the international phenomenon known as the Maker Movement, a social revolution that is changing what gets made, how it’s made, where it’s made, and who makes it. Free to Make is a call to join what Dougherty calls the “renaissance of making,” an invitation to see ourselves as creators and shapers of the world around us. As the internet thrives and world-changing technologies—like 3D printers and tiny microcontrollers—become increasingly affordable, people around the world are moving away from the passivity of one-size-fits-all consumption and command-and-control models of education and business. Free to Make explores how making revives abandoned and neglected urban areas, reinvigorates community spaces like libraries and museums, and even impacts our personal and social development—fostering a mindset that is engaged, playful, and resourceful. Free to Make asks us to imagine a world where making is an everyday occurrence in our schools, workplaces, and local communities, grounding us in the physical world and empowering us to solve the challenges we face.