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STEAM-Powered! [video-enabled device]. by Playaway Products, LLC,issuing body.(CARDINAL)868990;
Sid the Science Kid: The Rolie Polies -- Money Addition -- Charting Art -- Heart Box -- physics puzzle -- Tommy the Turtle Learn to Code -- Dentist Bird -- Arty Mouse Numbers -- Fox Factory -- Pango Kaboom -- Puzzlink.This fun animated app for boys and girls has 12 exciting, interactive number activities to choose from, each with mini play-again games to discover. Children can learn and recognize numbers, with tracing, counting, matching, adding, sorting, and more!Join Tickles, Furnace and Ruby as they lead children through four fun and engaging cross-curricular lessons designed to enhance a child's critical thinking skills while unlocking their creativity and problem solving! Using art as a compass to explore history and math, children will develop hands-on knowledge!Discover an interactive folktale with gameplay! Enter Liberia's rainforest and help one clever bird cure a crocodile of his toothache. An interactive story for children to read along with word highlighting, learn about geography and science, and play to help make medicine for crocodile.Help rebuild the city by creating a production line...tap, rotate and move the shapes to rebuild!Use the physical properties of 16 physical objects to take Robby the Robot through all of the experimental rooms and release him from his charger. Children will apply physics to solve puzzles to advance through over 100 levels.Learn and practice whole number and decimal addition by adding money in different denominations (US dollars).Enjoy this cube building game for small (and large) builders! Slide blocks and colored cubes to build incredible structures. Use explosive blocks to knock them down!A relaxing, fun and dynamic puzzle game to challenge your mind!Sid the Science Kid wants to find out how rolie polies move! Speakaboos' parent app, HOMER, is a proven early learning program that builds personalized learning plans for children ages 2-8 - complete with stories like this!Learn the basics of coding in a fun, interactive way. Great for people of all ages and abilities. Learn To Code covers basic commands, sequences and loops, and combines audio, visual, and touch inputs to enhance multi-sensory learning.Innovation and creativity come together to help kids learn about coding, build new things, and explore the world around them.Grades K - 2.
Subjects: Educational games.; Money; Mathematics; Animals; Arithmetic; Video games.; Mobile apps.;
Available copies: 3 / Total copies: 4
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The complete handbook of science fair projects / by Bochinski, Julianne Blair,1966-; Bochinski-DiBiase, Judy J.,illustrator.;
Discusses various aspects of science fair projects including advice on choosing a topic, doing research, developing experiments, organizing data results, and presenting a project to the judges.
Subjects: Handbooks and manuals.; Science projects; Science projects; Handbooks, vade-mecums, etc.; Science projects;
Available copies: 5 / Total copies: 5
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The network always wins : how to influence customers, stay relevant, and transform your organization to move faster than the market / by Hinssen, Peter,1969-(CARDINAL)597051;
"The Definitive Business Guide to Surviving and Innovating in the Digital Age..The world is changing faster than ever. With the rise of new digital markets and the consequent network-ization of our environment, the phrase "The customer is always right" takes on a whole new meaning..This powerful guide from serial entrepreneur and radical innovation consultant Peter Hinssen shows you how to keep your company up to speed with your market, engage with customers at a time when loyalty keeps fading into the background, and transform your organization into a network in order to thrive in this era of digital disruption...The Network Always Wins provides step-by-step strategies to help you:. Reinvent your company--even after the market has flipped. Tap into the force of the network--and survive in a market characterized by speed, uncertainty, and complexity. Maintain relevance--and stay on top of emerging trends. Connect with your customers--and encourage them to interact.This business guide is as illuminating as it is pleasant and fun to read. It provides everything you need to adapt your organization for this exciting new age of networks and digital disruption. You'll learn how to evolve faster, connect deeper, and make better decisions than ever before. You'll find proven methods to speed up your reaction time, beat the clock of your competitors, and anticipate consumer trends before they even happen..In today's fast-moving marketplace, networks are power. This book shows you how to harness that power. For your company. For your customers. For your continued success in the digital age.."--
Subjects: Strategic planning.; Technological innovations; Information technology; Management.; Business & economics;
Available copies: 1 / Total copies: 1
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The reason for the darkness of the night : Edgar Allan Poe and the forging of American science ; by Tresch, John.1972-author;
Introduction: subject: the universe -- Part I: From Allan to Poe: 1.The young astronomer 2.In Jefferson's experiment 3.Exile, artificer, cadet -- Part II: Setting sail: 4.A Baltimore apprenticeship 5.Richmond: the palpable obscure 6.Delirious design -- Part III: Philadelphia: 7.The Athens of America 8.Methods grotesque and arabesque 9.Dizzy heights 10.The tide turns 11.The march of science and quacks -- Part IV: New York City: 12.The market for novelty 13.A man of wonder 14.The imp of the perverse -- Part V: To the plutonian shore: 15.A spectacle for angels 16.The plots of God 17.Falling star -- Conclusion: From a lighthouse."Decade after decade, Edgar Allan Poe remains one of the most popular American writers. He is beloved around the world for his pioneering detective fiction, tales of horror, and haunting, atmospheric verse. But what if there was another side to the man who wrote "The Raven" and "The Fall of the House of Usher"? In The Reason for the Darkness of the Night, John Tresch offers a bold new biography of a writer whose short, tortured life continues to fascinate. Shining a spotlight on an era when the lines separating entertainment, speculation, and scientific inquiry were blurred, Tresch reveals Poe's obsession with science and lifelong ambition to advance and question human knowledge. Even as he composed dazzling works of fiction, he remained an avid and often combative commentator on new discoveries, publishing and hustling in literary scenes that also hosted the era's most prominent scientists, semi-scientists, and pseudo-intellectual rogues. As one newspaper put it, "Mr. Poe is not merely a man of science-not merely a poet-not merely a man of letters. He is all combined; and perhaps he is something more." Taking us through his early training in mathematics and engineering at West Point and the tumultuous years that followed, Tresch shows that Poe lived, thought, and suffered surrounded by science-and that many of his most renowned and imaginative works can best be understood in its company. He cast doubt on perceived certainties even as he hungered for knowledge, and at the end of his life delivered a mind-bending lecture on the origins of the universe that would win the admiration of twentieth-century physicists. Pursuing extraordinary conjectures and a unique aesthetic vision, he remained a figure of explosive contradiction: he gleefully exposed the hoaxes of the era's scientific fraudsters even as he perpetrated hoaxes himself. Tracing Poe's hard and brilliant journey, The Reason for the Darkness of the Night is an essential new portrait of a writer whose life is synonymous with mystery and imagination-and an entertaining, erudite tour of the world of American science just as it was beginning to come into its own."-back cover
Subjects: Biography; Poe, Edgar Allan, 1809-1849.; Authors, American; Learning and scholarship; Science;
Available copies: 11 / Total copies: 13
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Leo, inventor extraordinaire / by Cunningham, Luke,author.;
"A school for incredibly gifted orphans. A genius kid inventor. A subterranean maze. And a mechanical monkey. What could go wrong? A "lifer" at the secluded Academy of Florence, Leo has never met his parents ... or anyone in his family for that matter. He spends most of his time tinkering with inventions that never work (or work disastrously) and making trouble with his infinitely more charming friend and fellow lifer, Savvy. After Leo's latest experiment goes catastrophically wrong, he discovers a series of secret passages beneath the school that can only be unlocked by the sharpest of wits and a little help from Leo's school lessons. Leo hopes the network of tunnels will lead him to the academy's infamous archives where he hopes to discover the identities of his parents and the reason he's an orphan in the first place. Instead, he finds that his past and possibly even his future is somehow linked to the innovative Wynn Toys company, whose genius president died mysteriously years before. Leo must use his skills as an inventor to revive the toy company, oust its dastardly leader, and discover the fate of his real family. LEO, Inventor Extraordinaire is: Loosely based on the life of Leonardo Da Vinci Part The DaVinci Code for kids, part Renaissance-influenced action-adventure Filled with robots, wacky inventions, mathematical puzzles, and slap-stick humor Great for fans of The Invention of Hugo Cabret and The Copernicus Legacy series"--Ages 8-12Accelerated Reader AR
Available copies: 1 / Total copies: 1
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More award-winning science fair projects / by Bochinski, Julianne Blair,1966-(CARDINAL)358958; Bochinski-DiBiase, Judy J.,illustrator.(CARDINAL)530237; DiBiase, Judy,illustrator.;
Presents forty award-winning science fair projects, a section on how to do a science fair project, updates to science fair rules and science supply resources, as well as new material on useful web sites.
Subjects: Exhibition catalogs.; Experiments; Science fairs; Science projects; Science; Science;
Available copies: 3 / Total copies: 3
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How to win friends and influence fungi : collected quirks of science, tech, engineering, and math from Nerd Nite / by Balakrishnan, Chris,editor.(CARDINAL)883979; Wasowski, Matt,editor.(CARDINAL)883980; Orr, Kristen,illustrator.(CARDINAL)883981;
Introduction -- Creature features. Camel spiders: the rumors of my size have been greatly exaggerated ; Military marine mammals: dolphins so smart they should give their own Nerd Nite presentation ; Sex catapults! ; Cephalopods: the impossibly awesome invertebrates ; Stomatopods: why is my thumb bleeding and my mind blown? ; Finding nemo('s sex): sex change and gender roles in anemonefishes -- Mmm...brains. It's not you, it's misophonia ; Sex, drugs, and happiness ; Don't trust your brain: why foreign accents are all in your head ; Lessons from the Oregon trail ; Synesthesia: hearing colors and tasting sounds ; Brain on a chip: the ethics of brain experimentation ; How we become disgusting (some more than others) -- Bodily fluids. To boldly go: dealing with poop and pee in space ; Milk! you'll see it everywhere once you know what to look for ; Triclosan: it's not the bacteria but the soap that's going to kill you! ; Lost: bladder control. reward for safe return. ; Microbes can save you, kill you, or just give you the poops ; Runoff: what is it and why even notice it? -- Doing it. Hot or not? how to be a perfect 10; or, how to manipulate perceptions of physical attractiveness ; Dating tips from the animal kingdom: what to wear and how to flaunt it ; Dating as a data nerd ; 10 things you didn't know about sex...education ; Going ape for pansexual primates ; Smells and the microbiome: are microbes controlling your sex life? -- Health and (un)wellness. Maggot therapy; or, how I learned to stop worrying and love the bugs ; Happy 13th birthday, Nerd Nite! now get yourself to an adolescent medicine doctor ; What your DNA says about you ; The science of the hangover ; You and your microbiome: say hello to your little friends ; Penis or vagina? ‘tain’t that simple! ; The modern study of genetics is full of twists and turns -- Pathogens and parasites. Everything you always wanted to know about birds ; Pigeons, cannibals, and vaginas: the story of my favorite parasite ; What birds can teach us about the impending zombie apocalypse ; Zombies are real and you might be one ; Hacking the antiviral immune response ; Human parasites (no, not your mooching off your roommate) -- Death and taxes (but really, just death). Monarch the bear: a tale of tycoons, taxidermy, and the California flag ; How to not destroy ourselves: lessons from sci-fi ; Mass extinction ; How and why cancer happens; or, if you live long enough you’re going to die ; Algae apocalypse: the most important slime -- Space, the big and the beautiful. Bullshit in space: an astronomical adventure through cosmic misinformation ; Preparation a: our relief against severe assteroids ; Life under the ice of Europa ; Artificial gravity in science fiction ; Sky rockets in flight, asteroids delight: asteroid mining for science, profit, and fun! ; Better than NASA: Canada’s sample of an asteroid; or, the untold story of the Tagish lake meteorite ; The telescope that blew everyone’s mind…part two! -- Tech (high and low). "They’re putting acid in our food!": the everyman’s guide to thwarting fear and understanding GMOs ; What I learned about dating apps (generally) after I spent five f*cking years studying them for a PhD ; Adventures in human-powered flight ; What does Google see? ; Becoming a cyborg through disability: building prosthetic limbs ; Machine learning for a free and open internet ; How to win friends and influence bacteria ; Why nuclear fusion would be awesome—if we get it to work -- Math is fun. A tea test tempest ; The mathematics of gossip ; From Bach to Tool: the secret math behind music theory ; Getting to know infinity ; Math for a better city ; A little "bit" of cryptography -- Careers. Veterinary confidential ; Chindogu: the Japanese art of unuseless inventions ; Caskets, corpses, and biers, oh my!: a brief look at death care and the history and science of embalming in the US ; Wildlife detectives: the science and stories of "animal CSI" in investigating and solving wildlife crime ; Cut it off!: a civil war amputation ; Fermentation: a cultural story ; Fire: of flames and friendship -- Our beloved Nerd Nite bosses."In the vein of acclaimed popular-science bestsellers such as Atlas Obscura, Astrophysics for Young People in a Hurry, The Way Things Work, What If?, and Undeniable, the co-founders of the global science organization Nerd Nite bring readers a collection of wacky, yet fascinating STEM topics. For 20 years, Nerd Nite has delivered to live audiences around the world, the most interesting, fun, and informative presentations about science, history, the arts, pop culture, you name it. There hasn't been a rabbit hole that their army of presenters hasn't been afraid to explore. Finally, after countless requests to bring Nerd Nite to more fans across the globe, co-founders and college pals Matt Wasowski and Chris Balakrishnan are bringing readers the quirky and accessible science content that they crave in book form, focused on STEM and paired with detailed illustrations that make the content pop. The resulting range of topics is quirky and vast, from kinky, spring-loaded spiders to the Webb telescope's influence on movie special effects. Hilariously named after Dale Carnegie's iconic book, How to Win Friends and Influence Fungi features narratives, bursts, and infographics on all things STEM from scientists around the world. Chapters are sure to make you laugh-out-loud, with titles such as "The Science of the Hangover," "What Birds Can Teach Us About the Impending Zombie Apocalypse," and "Lessons from the Oregon Trail." With fascinating details, facts, and illustrations, combined with Chris and Matt's incredible connections to organizations such as the Discovery Network and the Smithsonian Institution, How to Win Friends and Influence Fungi is sure to reach joyful STEM enthusiasts of all ages around the world. About Nerd Nite: Started in 2003, Nerd Nite is a monthly event held in 100+ cities worldwide during which folks give 20-minute fun-yet-informative presentations across all disciplines, while the audience drinks along!"--
Subjects: Humor.; Trivia and miscellanea.; Science; Science; Medicine; Medicine; Technology; Technology;
Available copies: 26 / Total copies: 27
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