This illuminating guidebook will help young tinkerers and makers find creative ways to use cardboard boxes, sheets, and tubes in easily-engineered projects, including awesome gadgets, toys, games, inventions, and sculptures.
Cardboard is everywhere! For creative kids aged 9 to 14, it’s the perfect eco-friendly building material, and Cardboard Box Engineering is the perfect guide to get them started on inventive tinkering. A working kaleidoscope, a marble roller coaster, a robotic hand, and a wind-powered tractor with cardboard gears are just some of the ingenious projects developed by Jonathan Adolph, author of the best-selling Mason Jar Science. Working with simple household tools, kids can follow the step-by-step photographic instructions to exercise their design smarts, expand their 3-D thinking, and learn the basics of physics and engineering with activities that have real-life applications.
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Jonathan Adolph is the author of Cardboard Box Engineering and the best-selling Mason Jar Science. As the former editor of the award-winning FamilyFun magazine, he developed hundreds of “stealth learning” games and kitchen-science activities during his 20-year career. He specializes in making technical information fun for kids and is an adjunct professor of journalism at the University of Massachusetts. He lives with his family in Amherst, Massachusetts.
Calling All Inventors!
Design, tinker, and build your own outside-the-box creations. Using the science of engineering, you can turn cardboard boxes, cartons, and tubes into games, airplanes, robots, and more.
Boost sound with a Cup Amplifier
Reach out with a robotic Extending Grabber
Use physics to run a Rolling Roller Coaster
Master game design with Tabletop Straw Soccer!
Gr 4-8-This title offers a terrific assortment of projects to make using household materials. The inventive projects will excite any budding builder. The text features detailed instructions, diagrams, and background information on inventors and engineering areas. The introduction provides material suggestions, such as types of glue and the pros and cons of the various types of cardboard. Six chapters highlight projects that include robotics and animatronics, audio and optical engineering, aeronautics and nautical engineering, mechanical engineering, and harnessing energy. Each chapter contains three to six different activities. The "Test and Tinker" text encourages redesign and emphasizes that the first time making a project might not be successful, but youngsters should reassess and try to problem-solve. STEAM activities, such as the ones featured throughout the text, foster creativity, problem-solving, and teach the value of repurposing items. The sample projects include a rocket blaster (DIY stomp rocket), cardboard roller coaster, periscope, robotic hand, and handmade spin art. VERDICT An engaging addition to any "How To" section. This book could be an exciting resource for students and teachers.-Erin Olsen, Hunter Coll. Elem. Sch., NYα(c) Copyright 2011. Library Journals LLC, a wholly owned subsidiary of Media Source, Inc. No redistribution permitted.
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