Milestones in Technology. The Child’s World, 2024. $25.00 Each. Set of 8. 32 p. Grades 3-6.
Havemeyer, Janie. Sports Technology. 978-1-503-86987-5.
—. Space Technology. 978-1-503-86986-8.
Rea, Amy C. Video Game Technology. 978-1-50386-988-2.
—. Computer Technology. 978-1-503-86982-0.
—. Robot and Drone Technology. 978-1-503-86985-1.
Hamen, Susan E. Military Technology. 978-1-503-86983-7.
Ford, Jeanne Marie. Movie Technology. 978-1-503-86984-4.
Bow, James. Car Technology. 978-1-503-86981-3.
This reviewer evaluated the titles Sports Technology and Video Game Technology. Sports Technology features a wearable Fitbit on its cover, but this title also ‘dives’ into several less-thought-of sports technologies. Sports helmets, apparel, and cameras all receive their own section. Virtual reality and smartwatches are also both features of this title, but surprisingly, Apple Watch and other brands are completely omitted from the book. Video Game Technology is similarly organized. This title explores the roots of modern video games and follows their evolution from 1940’s Nimatron to today’s Fortnite. The title includes fast-facts about video games before exploring the history; visuals will entice students to keep reading until the end. All titles include a glossary of terms, a short selected bibliography, and an online link to more (easily updatable) sources.
THOUGHTS: At 32 pages each, these titles offer overviews of the technology used throughout history in various fields. Upper elementary students who are fascinated with electronics, engineering, and computer science will soak up the information in these well-organized and appropriately sourced books without feeling overwhelmed.
688.7 Sports Equipment
794.8 Video Games