by Cody Crane (Author)
Learn the history of auto racing, what it is like to be a race car driver, and much more.
Race car technology has come a long way from the early days of auto racing. Today's cars rely on sleek, aerodynamic shapes and powerful engines to give drivers more speed and control than ever before. In this book, readers (Grades 3-5) will find out how engineers and other creative, forward-thinking people work to push race car technology to the limit.
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Gr 2-5--For kids who thrive on the excitement of fast cars, video games, movies, and robots, these titles look behind the scenes and test readers' knowledge with activities to see if they've got the right stuff. The focus is largely on the people who make things happen, such as engineers who study the forces that act on a race car and animators who strive to make the digital world as realistic as possible. Artists, writers, and programmers are related jobs that utilize game design. Glimpses from history, time lines, and short bios provide a big picture of development, and an archival photo of the first animation machine (the zoetrope, invented in 1834) is fascinating. "Build It!" activities include making a 3-D model or a flip-book. STEM connections, such as explaining how "frame rate" determines clarity of a movie or how biomimicry, copying animal movements and patterns found in nature, relates to animation, offer curricular tie-ins. At the start readers are asked to guess a true or false statement, then must read on to find out. VERDICT Beyond its high-interest appeal, this interactive series bears consideration for its challenging vocabulary and STEM ties.
Copyright 2017 School Library Journal, LLC Used with permission.