Get your pencils out and keep a pencil sharpener close by! The Everything Kidsâ Mazes Book is the most a-MAZEing collection of mazes youâll ever find.
Once you start figuring out these incredible mazes, you wonât be able to stop until youâve finished them all. Can you unravel the mystery of the ancient tomb? Escape from a creepy monster lair? Or, maybe youâre so good that youâre ready to tackle these thrilling adventures: -Wind your way through an iceberg in the chilly Antarctic. -Pull a thread from one corner to the other of an Inca key textile design. -Find the wind current that will take your hot air balloon around the clouds and into clear sky.
Almost anything could be a mazeâthe cluttered path from the door of your room to your bed, a tangle of your kid brotherâs shoelaces, even the braces on your sisterâs teeth! Once you get into this book you will see mazes everywhere!
How can you make dreams come true? Or transform a fantasy into a colorful, exciting world that visitors can move through, touch, and enjoy? Such fabulous work is the daily business of Walt Disney's Imagineers, a core group of creative and highly skilled professional wizards who combine imagination with engineering to create the reality of behind the dreams that comprise the Disney theme parks. In this sequel to the best-selling Walt Disney Imagineering: A Behind-the-Dreams Look at Making the Magic Real, the Imagineers serve up another dose of magic with an even closer look at who they are, what they do, and how they do it, illuminating their theories and explaining the tools they use, and where and how they use them. Contained within this deluxe tome are rough drawings, conceptual models, and behind-the-scenes stories showcasing Disney's newest attractions and innovations from the inside out. There's also an exclusive peek inside the Research and Development Lab to see what new magic will soon be appearing. The Imagineers tell their own stories, as well as how they got there, what they do on a daily basis, what they show their friends in the parks, and how you can learn what it takes to become an Imagineer. Presented in a large, lavish format, this book is sure to be a must-have for every Disney collector.
To know the Sweet Potato Queens is to love them, and if you haven't heard about them yet, you will. Since the early 1980s, this group of belles gone bad has been the toast of Jackson, Mississippi, with their glorious annual appearance in the St. Patrick's Day parade. In The Sweet Potato Queens' Book of Love, their royal ringleader, Jill Conner Browne, introduces the Queens to the world with this sly, hilarious manifesto about love, life, men, and the importance of being prepared. Chapters include: The True Magic Words Guaranteed to Get Any Man to Do Your Bidding The Five Men You Must Have in Your Life at All Times Men Who May Need Killing, Quite Frankly What to Eat When Tragedy Strikes, or Just for Entertainment
And, of course: The Best Advice Ever Given in the Entire History of the World
From tales of the infamous Sweet Potato Queens' Promise to the joys of Chocolate Stuff and Fat Mama's Knock You Naked Margaritas, this irreverent, shamelessly funny book is the gen-u-wine article.
Visit the Sweet potato Queens Web site at www.sweetpotatoqueens.com
Start Making! is a program developed by the Clubhouse Network to engage young people all over the world in Maker-inspired activities. With this guide, you will discover how to plan and coordinate Start Making! projects in your home, school, library, community center, after-school club, or makerspace. You'll learn strategies for engaging young people in creative thinking, developing individual and team projects, and sharing and reflecting on their creations.
Each session includes a list of the supplies you'll need, step-by-step instructions for completing the projects, and prompts for stimulating discussion, curiosity, and confidence. These fun do-it-yourself (and do-it-together) projects teach fundamental STEAM concepts -- science, technology, engineering, art, and math -- while introducing young people to the basics of circuitry, design, coding, crafting, and construction. They'll make paper cards and creations that light up, play music using a MaKey MaKey keyboard and Scratch programming, join together to make paintings with light, design and construct 3D sculptures, build a vibrating art-bot that makes drawings, and sew fabric creations with wearable circuits.
Dip into the activities once a week, run them as a week-long summer activity, or go through the guide in any way that works for you. By offering your own Start Making! program, you can inspire young people in your community to develop creative ideas, learn new skills, and share their creations.
The Clubhouse Network is a global network of community-based centers led by Boston's Museum of Science in collaboration with the MIT Media Lab.
Learning in the Museum examines major issues and shows how research in visitor studies and the philosophy of education can be applied to facilitate a meaningful educational experience in museums.
Hein combines a brief history of education in public museums, with a rigorous examination of how the educational theories of Dewey, Piaget, Vygotsky and subsequent theorists relate to learning in the museum.
Surveying a wide range of research methods employed in visitor studies is illustrated with examples taken from museums around the world, Hein explores how visitors can best learn from exhibitions which are physically, socially, and intellectually accessible to every single visitor. He shows how museums can adapt to create this kind of environment, to provide what he calls the 'constructivist museum'.
Providing essential theoretical analysis for students, this volume also serves as a practical guide for all museum professionals on how to adapt their museums to maximize the educational experience of every visitor.
Marketing and Social Media: A Guide for Libraries, Archives, and Museums is a much-needed guide to marketing for libraries, archives, and museum professionals in the social media age. Each chapter includes explanatory topical content designed to build a framework of marketing and social media management understanding including discussion questions (which can be developed into classroom or workshop assignments and key terms. Illustrative and brief case study examples from all three institution types are embedded in chapters as relevant. This book is both an introductory textbook and a guide for working professionals who want to go beyond mere promotion to developing a planned and deliberately managed marketing campaign.
A guide to the design of the Museum Archive software package (available at www.musarch.com), complete with the full database schema and the source code snippets used by the developer. Owners of this book are entitled to a free upgrade to the premium version of the software.
Makeology introduces the emerging landscape of the Maker Movement and its connection to interest-driven learning. While the movement is fueled in part by new tools, technologies, and online communities available to todayâs makers, its simultaneous emphasis on engaging the world through design and sharing with others harkens back to early educational predecessors including Froebel, Dewey, Montessori, and Papert. Makerspaces as Learning Environments (Volume 1) focuses on making in a variety of educational ecosystems, spanning nursery schools, K-12 environments, higher education, museums, and after-school spaces. Each chapter closes with a set of practical takeaways for educators, researchers, and parents.
Situated in southeastern Harford County and edged by the Chesapeake Bay and the Bush and Gunpowder Rivers, the U.S. Army bases known as Aberdeen Proving Ground, Edgewood Arsenal, and Fort Hoyle have been home to ordnance, chemical, technology, and artillery commands. The photographs in this volume include scenes of the fertile farmlands of Aberdeen, Edgewood, and Michaelsville, and their transformation, which began in 1917, into the military base known today as Aberdeen Proving Ground, or APG. Views of daily life on base include the âToonervilleâ Trolley, a small-scale train that shuttled commuting personnel between the main gate and the buildings on post. The images document changes in the ways wars have been fought and changes in society as a result of war. Brave officers voluntarily tested the effects of mustard agent and other chemical weapons on protective clothing and gas masks. Local women sewed gas masks for troops and civilians. Women moved into key jobs on base during World War II, manufacturing and maintaining tanks and weapons systems as the need for great numbers of troops depleted the workforce of civilian males. APG scientists led the way into the computer age when they developed ENIAC, the first electronic digital computer.
How the archive evolved to include new technologies, practices, and media, and how it became the apparatus through which we map the everyday.
In Archive Everything, Gabriella Giannachi traces the evolution of the archive into the apparatus through which we map the everyday. The archive, traditionally a body of documents or a site for the preservation of documents, changed over the centuries to encompass, oftenÂ concurrently, a broad but interrelated number of practices not traditionally considered as archival. Archives now consist of not only documents and sites but also artworks, installations,Â museums, social media platforms, and mediated and mixed reality environments. Giannachi tracks the evolution of these diverse archival practices across the centuries.Â
Archives today offer a multiplicity of viewing platforms to replay the past, capture the present, and map our presence. Giannachi uses archaeological practices to explore all the layers of the archive, analyzing Lynn Hershman Leeson's !Women Art Revolution project, a digital archive of feminist artists. She considers the archive as a memory laboratory, with case studies that include visitors' encounters with archival materials in the Jewish Museum in Berlin. She discusses the importance of participatory archiving, examining the "multimedia roadshow" Digital Diaspora Family Reunion as an example. She explores the use of the archive in works that express the relationship between ourselves and our environment, citing Andy Warhol and Ant Farm, among others. And she looks at the transmission of the archive through the body in performance, bioart, and database artworks, closing with a detailed analysis of Lynn Hershman Leeson's Infinity Engine.