Cool Tech: Gadgets, Games, Robots, and the Digital World

Cool Tech: Gadgets, Games, Robots, and the Digital World

by DK Publishing
     
 

Cool Tech is a thrilling journey through the physical side of the virtual world.

Marvel at the technology that keeps you connected, from the ships installing lines deep in the ocean, the robots locating wire breaks, the satellites beaming signals across the earth, the teams retrieving and splicing lines together, to the servers directing and feeding

Overview

Cool Tech is a thrilling journey through the physical side of the virtual world.

Marvel at the technology that keeps you connected, from the ships installing lines deep in the ocean, the robots locating wire breaks, the satellites beaming signals across the earth, the teams retrieving and splicing lines together, to the servers directing and feeding internet traffic around the world. Plus, take a look back at the history of the internet, exploring the people and inventions that led to its creation and tour a virtual museum to see how the technology has progressed over the years changing the lives of ordinary people everywhere.

Editorial Reviews

Children's Literature - Amy S. Hansen
This informational book is going to fly off the shelves. The table of contents reads like a techies' dream: Social networking, Smartphone, early games, wired cities, on and on, through 136 different topics. For kids that already like informational books, this will be an easy sell. For other kids, the style will pull them in. Written with typical DK panache, each spread has one or two longer paragraphs that are balanced by many photo captions and shorter paragraphs, with unusual tidbits. For example, in the picture showing the founders of Apple computer, the caption reads, "Twelve days after co-founding Apple, Ronald Wayne sold his 10-percent share for just $800 (It would now be worth billions.) The two Steves led Apple through its early years." Each two-page spread has a different layout style, so turning the page is a continuation of the last topic, but a whole new set of facts. One of my favorite sections diagrams how video games are made. The two-page spread is set up as a board game where you start at the pitch and move along almost a dozen other stopping points. Written for tweens and teens, this book will also appeal to younger kids who want to dip in and get back out again. Backmatter includes glossary and index. Reviewer: Amy S. Hansen

Product Details

ISBN-13:
9780756682705
Publisher:
DK
Publication date:
07/18/2011
Pages:
128
Product dimensions:
8.70(w) x 10.70(h) x 0.70(d)
Age Range:
10 - 17 Years

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