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Books with title Apps: From Concept to Consumer

  • Apps: From Concept to Cunsumer

    Josh Gregory

    Paperback (Children's Press, Feb. 1, 2015)
    Learn how the first mobile apps were created and find out which apps are making the biggest splash today.Calling All Innovators series introduces students to careers in science and technology. The complex text allows readers (Grades 5-8) to determine the main idea and explain how it is supported by key details. In recent years, mobile devices have blown up in a big way. As more and more people have jumped into the smart phone revolution and traded their laptops for tablets, mobile apps have become big business. Readers will see how easy it is to get started creating their own apps and what it takes to score the next big hit on the app stores.
    Y
  • Roller Coasters: From Concept to Consumer

    Kevin Cunningham

    Paperback (Children's Press, Sept. 1, 2013)
    Learn how designers and engineers work together to plan and build some of the world's most incredible thrill rides.Calling All Innovators series introduces students to careers in science and technology. The complex text allows readers (Grades 5-8) to determine the main idea and explain how it is supported by key details. With their giant drops and twisting loops, roller coasters have been thrilling people for decades. These exciting rides give passengers a taste of danger, but thanks to the careful work of roller coaster designers, they are as safe as can be.
    W
  • Apps: From Concept to Consumer

    Josh Gregory

    Library Binding (Childrens Pr, Feb. 1, 2015)
    "Learn about the history of mobile apps and find out what it takes to make it in this exciting career field"--
    Y
  • Roller Coasters: From Concept to Consumer

    Kevin Cunningham

    Library Binding (Childrens Pr, Sept. 1, 2013)
    Explores the thrilling world of rollercoasters and discusses their design and engineering.
    R
  • Video Games: From Concept to Consumer

    Kevin Cunningham

    Paperback (Children's Press, Sept. 1, 2013)
    Find out how large teams of specialized workers come together to design, plan, and program today's cutting edge video games.Calling All Innovators series introduces students to careers in science and technology. The complex text allows readers (Grades 5-8) to determine the main idea and explain how it is supported by key details. With advanced HD graphics, motion controls, and 3-D images, video games have come a long way since their earliest days. While these games are fun to play, making them is no simple process.
    W
  • Apps: From Concept to Consumer

    Josh Gregory

    Paperback (C. Press/F. Watts Trade, Jan. 1, 1800)
    None
  • Animation: From Concept to Consumer

    Josh Gregory

    Paperback (Children's Press, Sept. 1, 2014)
    Trace the history of animation from its earliest roots to its most recent successes and beyond.Calling All Innovators series introduces students to careers in science and technology. The complex text allows readers (Grades 5-8) to determine the main idea and explain how it is supported by key details. From early successes such as Steamboat Willie and the Merrie Melodies series to modern masterpieces such as WALL-E and Spirited Away, the world of animated film and television has come a long way since its beginning. Readers will learn about the different types of artists, engineers, and filmmakers who have made this incredible blend of art and technology possible throughout the decades.
    Y
  • Television: From Concept to Consumer

    Steve Otfinoski

    Paperback (C. Press/F. Watts Trade, Sept. 1, 2014)
    Whether you like to watch live broadcasts of your local sports teams, discuss the results of the latest reality shows with your friends, or stream shows on your laptop, you probably have a wide range of TV shows that you like to watch. Readers will find out how these shows are created and broadcast into millions of homes around the world. They will also learn about the history of television, explore a variety of different careers within the television industry, and take a look at some of the most groundbreaking shows ever made. The complex text in this title allows readers to determine the main idea and explain how it is supported by key details. The diagrams, charts, and graphs add clarity and help students navigate the text.
    X
  • Toys: From Concept to Comsumer

    Kevin Cunningham

    Paperback (Childrens Pr, Sept. 1, 2013)
    From simple wooden blocks to the latest electronic gadgets, toys have been entertaining kids for hundreds of years. Whether it's an update on an old classic or a groundbreaking new innovation, each and every toy is the product of hardworking, creative toy designers. Readers will find out just what it takes to create the next big thing at the toy store.
    Q
  • Video Games: From Concept to Consumer

    Kevin Cunningham

    Library Binding (Childrens Pr, Sept. 1, 2013)
    With advanced HD graphics, motion controls, and 3-D images, video games have come a long way since their earliest days. While these games are fun to play, making them is no simple process. Readers will see how large teams of specialized workers come together to design, plan, and program today's cutting edge video games.
    R
  • Animation: From Concept to Consumer

    Josh Gregory

    Library Binding (Childrens Pr, Sept. 1, 2014)
    From early successes such as Steamboat Willie and the Merrie Melodies series to modern masterpieces such as WALL-E and Spirited Away, the world of animated film and television has come a long way since its beginning. Readers will trace the history of animation from its earliest roots to its most recent successes and beyond. They will also learn about the different types of artists, engineers, and filmmakers who have made this incredible blend of art and technology possible throughout the decades. The complex text in this title allows readers to determine the main idea and explain how it is supported by key details. The diagrams, charts, and graphs add clarity and help students navigate the text.
    Y
  • Robotics: From Concept to Consumer

    Wil Mara

    Library Binding (C. Press/F. Watts Trade, March 15, 1820)
    None