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Tinker, Make, EngineerSolving Problems from Picture Books
Can you build a sturdy house that is safe from the big, bad wolf?
Imagine your dream car. What special features does it have?
What can you use to create it? In the first edition of this bestselling book, author Cate Heroman made teaching and learning STEM concepts more accessible than ever before through the maker movement. The practical, hands-on resource guided teachers to inspire, delight, and challenge children to use everyday materials to design and build solutions to problems faced…mehr
Tinker, Make, EngineerSolving Problems from Picture Books
Can you build a sturdy house that is safe from the big, bad wolf?
Imagine your dream car. What special features does it have?
What can you use to create it?
In the first edition of this bestselling book, author Cate Heroman made teaching and learning STEM concepts more accessible than ever before through the maker movement. The practical, hands-on resource guided teachers to inspire, delight, and challenge children to use everyday materials to design and build solutions to problems faced by characters in their favorite books.
This revised, expanded, and updated second edition
Features 35 design challenges appropriate for children ages 3 through 8; this includes favorite design challenges from the first edition, some of which are revised to be more robust, as well as all-new design challenges
Organizes the design challenges into four sections/concepts-Build It, Move It, Change It, and Invent It
Updates many of the picture books to include recommendations that are culturally inclusive
Adds more information about making and tinkering, including how it connects to developmentally appropriate practice and learning standards
Use engaging children's books together with the guidance and ideas in this book to extend children's problem-solving skills and creative thinking.
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Autorenporträt
Cate Heroman is one of the founders of Knock Knock Children's Museum in Baton Rouge, Louisiana, serving children birth to age 8 and renowned for its emphasis on early literacy and early STEAM education. She has been instrumental in establishing a makerspace in the museum and has spent countless hours studying and researching what making, tinkering, and design engineering look like with young learners.
Her passion is to help children be successful learners and socially competent individuals. A nationally recognized educator and author-her numerous publications include The Creative Curriculum for Preschool and Teaching Strategies GOLD. Cate's professional experiences center on early childhood education. She has been an early childhood classroom teacher, state administrator, trainer, facilitator, keynote speaker, author, consultant, and developer of curriculum and assessment materials. She has a deep understanding not only of what children learn but also how they learn.
Cate received a master's degree from Louisiana State University. Previously, she taught in East Baton Rouge Parish Schools, served as an early childhood administrator at the Louisiana Department of Education, and was vice president of Teaching Strategies, LLC.
Inhaltsangabe
About the Author About the Contributing Editor Acknowledgements
Introduction Part One: Setting the Stage Chapter 1: Understanding Children and Their Families Chapter 2: Creating a Learning Environment for Tinkering, Making, and Engineering Chapter 3: Guiding, Observing, Documenting, and Assessing STEM Learning Chapter 4: Moving from Foundations to Action with Design Challenges
Part Two: Design Challenges Section One: Build It Beautiful Buildings Bug City Build a Bridge Build a Fort Home Tweet Home A House for the Three Little Pigs The Just-Right Chair Section Two: Move It Float Your Boat Launch It! Marbles in Motion Move Like an Animal Spring into Action Squirrel Shenanigans Tower Power Wind Wonders Zany Chain Reactions Section Three: Change It Bubble Wand Magic Color-Mixing Machine Face It! Giant Shadows If the Shoe Fits Instrument Engineer Juice It! Silly Sounds Weaving Wonders Section Four: Invent It Box It! Design a Bot Frame Factory Gizmos Galore Help, It’s Stuck! Invent a Thing Pet Carrier Playground Maker Toy Workshop What a Car! Book List References Index
About the Author About the Contributing Editor Acknowledgements
Introduction Part One: Setting the Stage Chapter 1: Understanding Children and Their Families Chapter 2: Creating a Learning Environment for Tinkering, Making, and Engineering Chapter 3: Guiding, Observing, Documenting, and Assessing STEM Learning Chapter 4: Moving from Foundations to Action with Design Challenges
Part Two: Design Challenges Section One: Build It Beautiful Buildings Bug City Build a Bridge Build a Fort Home Tweet Home A House for the Three Little Pigs The Just-Right Chair Section Two: Move It Float Your Boat Launch It! Marbles in Motion Move Like an Animal Spring into Action Squirrel Shenanigans Tower Power Wind Wonders Zany Chain Reactions Section Three: Change It Bubble Wand Magic Color-Mixing Machine Face It! Giant Shadows If the Shoe Fits Instrument Engineer Juice It! Silly Sounds Weaving Wonders Section Four: Invent It Box It! Design a Bot Frame Factory Gizmos Galore Help, It’s Stuck! Invent a Thing Pet Carrier Playground Maker Toy Workshop What a Car! Book List References Index
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