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Angie Smibert

    Diese Autorin, deren Wurzeln in der bergigen Landschaft Südwest-Virginias liegen, bringt eine einzigartige Perspektive in die Literatur ein. Ursprünglich der Veterinärmedizin zugewandt, führte sie ihr kreativer Geist schließlich zum Schreiben. Nach einer bedeutenden Zeit bei der NASA widmete sie sich dem Niederschreiben der Geschichten, die sie schon immer in sich trug. Ihre Werke, oft auf junge erwachsene Leser ausgerichtet, erforschen komplexe Emotionen und zeitgenössische Themen mit einfühlsamer Prosa. Durch ihre Romane und Kurzgeschichten entführt sie die Leser in Welten voller Fantasie und Introspektion.

    Computers from Then to Now
    Artificial Intelligence
    Lingering Echoes
    The Truce
    Memento Nora
    Game Logic
    • Game Logic

      Level Up and Create Your Own Games with Science Activities for Kids

      • 128 Seiten
      • 5 Lesestunden
      4,0(6)Abgeben

      Engaging middle schoolers in the mechanics of game design, this book encourages creativity and logical thinking through hands-on projects. It guides young readers to explore how games function while challenging them to create their own. With essential questions and links to primary sources, it promotes analytical thinking about beloved games, making it a perfect blend of fun and education in science activities.

      Game Logic
    • "In Nora's world you don't have to put up with nightmares. Nora goes with her mother to TFC -- a Therapeutic Forgetting Clinic. There, she can describe her horrible memory and take a pill to erase it so she can go on like nothing ever happened. But at TFC a chance encounter with a mysterious guy changes Nora's life. She doesn't take the pill. And when Nora learns the memory her mother has chosen to forget, she realizes that someone needs to remember." --page [4] of cover.

      Memento Nora
    • The Truce

      • 204 Seiten
      • 8 Lesestunden
      4,1(26)Abgeben

      This supernatural historical mystery is the final book in the critically acclaimed 'Ghosts of Ordinary Objects' trilogy.

      The Truce
    • Lingering Echoes

      • 192 Seiten
      • 7 Lesestunden
      3,6(8)Abgeben

      The story follows twelve-year-old Bone, who possesses a unique Gift that enables her to perceive the narratives hidden within everyday objects. Determined to uncover the mystery behind her best friend Will Kincaid's sudden loss of voice at age five, she embarks on a journey filled with supernatural elements. As the second installment in the Ghosts of Ordinary Objects series, it continues to explore themes of friendship and the emotional connections tied to personal histories.

      Lingering Echoes
    • Artificial Intelligence

      Thinking Machines and Smart Robots with Science Activities for Kids

      • 128 Seiten
      • 5 Lesestunden
      3,3(11)Abgeben

      Exploring the concept of artificial intelligence, the book delves into its definitions and implications for the future. It examines how AI is poised to transform various aspects of daily life, from work and education to personal interactions and decision-making. Through insightful analysis, the author discusses the potential benefits and challenges posed by AI advancements, prompting readers to consider the ethical and societal impacts of this rapidly evolving technology.

      Artificial Intelligence
    • Computers from Then to Now

      • 32 Seiten
      • 2 Lesestunden

      "Full-color photographs and a running timeline illustrate important developments in the history of computers. Topics feature the transition from vacuum tubes to transistors to microchips, computer languages and software, history of the internet, and artificial intelligence. A table of contents, glossary, further resources, and an index are included"--

      Computers from Then to Now
    • Video Games from Then to Now

      • 32 Seiten
      • 2 Lesestunden

      Full-color photographs and a running timeline illustrate important developments in the history of video games. Topics feature the console wars, arcades, online gaming, mobile gaming, Esports, and virtual reality. A table of contents, glossary, further resources, and an index are included.

      Video Games from Then to Now
    • Stem in Basketball

      • 48 Seiten
      • 2 Lesestunden

      Exploring the intersection of sports and science, this book delves into the STEM concepts that enhance the excitement of basketball. It covers the physics behind jump shots and the technology used in computer simulations, making complex ideas accessible and engaging. Additional features include sidebars showcasing real-world STEM applications, a glossary for key terms, and resources for further exploration, enriching the reader's understanding of how science, technology, engineering, and mathematics play a vital role in sports.

      Stem in Basketball
    • FAIRGROUND PHYSICS

      • 128 Seiten
      • 5 Lesestunden

      Explore the forces that rule our world and everything in it by examining the rides, games, and even food you might find at a county fair.

      FAIRGROUND PHYSICS
    • Tells, in separate voices, of a near future in which Winter Nomura has had a psychotic break, and her friend Velvet and cousin Aiden, who is visiting from his Swiss boarding school, try to uncover and fix what is seriously wrong with their society, city, and even Aiden's family.

      The Forgetting Curve