Top Ten Inventors Library Bound Book
Grades: 3 - 6
A story, a problem, a list of possible solutions, and - Eureka! You have it! Become an inventor, and test your creative skills with an experiment or make-and-do construction.
Did Leonardo's designs actually work? What sparked Edison's invention of the ligth bulb? Did Bell's early telephone ring? Tough challenges lead to mind-boggling inventions. Find out how the Wright Brothers' hobby of bird watching helped them to perfect airplane control and why Trevithick nicknamed his steam locomoties puffer whims. Then model your own inventions - from a cocktail stick bi-plane and a corkscrew helipcopter to a radar helmet and a big mouth megaphone.
Your students can explore ten different inventions and step-by-step instructions allow them to construct the invention or experiment.
Library bound, 48 pages.