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Get Inventing!


Series
Dream It, Do It!

by
Mary Colson

Edition
Library edition
Publisher
Raintree
Imprint
Read Me
ISBN
9781410962645
$12.00   $5.00
SEE MEMBER PRICE
QTY
Out of stock

To encourage young inventors, this inspiring book suggests, “Take a look around you. Many of the things that you can see were invented.” The volume also recommends keeping an idea journal and setting aside studio space. Tips for generating ideas and improving existing inventions precede advice on the importance of persistence, practice, and analysis. Appealing color photographs throughout accompany proposed activities, which range from outlining plans for a flying machine to making cupcakes with unusual flavors. The closing section, “Game Master!,” includes guided questions to help invent a board game. Back matter contains a glossary, suggestions for further reading, a link to publisher-selected Web sites, and an index.

Details

Format

Print

Page Count

32

Trim Size

7 1/2" x 9 7/16"

Dewey

600

AR

0: points 0

Lexile

NC730L

Scholastic Reading Counts

3

JLG Release

Jul 2014

Standard MARC Records

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Cover Art

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Praise & Reviews

School Library Journal

Series Review
What does it take to turn a daydream, an idea, or a vision into a tangible creative product? To shake a story or an image out of the brain and get it down on paper? The books in this series give kids realistic and manageable activities and exercises for initiating a project, getting past common creative barriers, and sharing their output with family and friends. Advice is given in clear, simple language, with lots of action prompts: “Try not to use the same words all the time. Write down any great new words you hear in your notebook.” However, the page design, which mimics a scrapbook (torn edges, tape, doodled dots), is cluttered and distracting. Similarly, stock photos and illustrations in a variety of styles make the books look confusing—why is there a picture of Voldemort in a book about student filmmaking? Each book closes with step-by-step instructions for an activity that will send readers on their way inspired.

Praise & Reviews

School Library Journal

Series Review
What does it take to turn a daydream, an idea, or a vision into a tangible creative product? To shake a story or an image out of the brain and get it down on paper? The books in this series give kids realistic and manageable activities and exercises for initiating a project, getting past common creative barriers, and sharing their output with family and friends. Advice is given in clear, simple language, with lots of action prompts: “Try not to use the same words all the time. Write down any great new words you hear in your notebook.” However, the page design, which mimics a scrapbook (torn edges, tape, doodled dots), is cluttered and distracting. Similarly, stock photos and illustrations in a variety of styles make the books look confusing—why is there a picture of Voldemort in a book about student filmmaking? Each book closes with step-by-step instructions for an activity that will send readers on their way inspired.

Grades 3-5
Series Nonfiction How-To
For Grades 3-5

These 12 titles provide hands-on instruction for how-to projects in subjects from science to arts and crafts. They are the best books from series chosen by School Library Journal's editors.

12 books per Year
$258.00 per Year
Interests
Nonfiction,Reluctant Readers,Science/STEAM
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Grades 3-5
Series Nonfiction How-To
12 books per Year
$258.00 per Year

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