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Gadgets and Games: Design and Engineering for STEM
Gadgets and Games: Design and Engineering for STEM
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Reviewed Titles Accelerated Reader
Heinemann-Raintree Middle School Nonfiction

Gadgets and Games: Design and Engineering for STEM

Did you know that all gadgets and games have a life cycle? That's what we call the stages from  their design, manufacture, and sale to their use, maintenance, and disposal. This book explains what happens during these stages, such as prototyping, the sourcing of components, the production process, the decisions made by designers and engineers, and recycling.

 
Dewey688.7'2
GenreInformational
  
Reading LevelGrades 6-8
Interest LevelGrades 6-8
GRLU
Lexile Level1050L
ATOS Level8
AR Points2
AR Quiz #155723
  
Text TypeInformational Text
Text SubtypeSequence
  
ISBN978-1-4329-7031-4
PublisherHeinemann-Raintree
BrandHeinemann-Raintree Middle School Nonfiction
Copyright2013
  
Page Dimensions7 1/2" x 9 7/16"
Page Count56
LanguagesEnglish
BindingReinforced Library Binding
Hardcover
List Price: $35.32 School/Library Price
$26.49
 


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Reviews

School Library Journal, Series Made Simple - John Peters, Children’s Literature Consultant, New York City

"With a focus on STEM, these volumes survey their subject areas in dry but carefully structured ways, following common industrial products from initial designs to eventual disposals. For example, Clothes explains how garments develop from designs to become goods that are ultimately recycled, reused, or thrown away. Each generalized stage and concept is explained, summed up, recapped, and supplemented with diagrams, color photos, statistics, case studies, and historical notes–plus, both research topics and resource lists in the back matter. . . .where an enthusiasm for clothes, gadgets, architecture, and cars already exists, there is plenty here to broaden and deepen it." - School Library Journal, Series Made Simple

School Librarian's Workshop, "Noteworth Nonfiction: Stakes for STEM" - Hilda K. Weisburg, M.L.S., Editor

"Not just games, but also gadgets take center stage with this exploration of the many now part of everyday life. Oxlade covers what goes into the life cycle of games and gadgets, with fact boxes on Market Research, thought questions, requirements and constraints and more. Chapters deal with identifying a need, the design of the gadget, prototypes and testing, marketing, and product maintenance, as well as what happens at the end of a gadget’s life. There is a timeline, glossary, “Find Out More,” and an index all of which will inspire and inform young entrepreneurs." - School Librarian's Workshop, "Noteworth Nonfiction: Stakes for STEM"

April 1, 2014

Chris Oxlade

Chris Oxlade

Chris Oxlade is an experienced author of non-fiction books for children. He has written more than 200 titles on science, technology, sports and hobbies, from encyclopedia articles to fun activity books.

Go to the Author’s Page →

 

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