Looking for books for K-12 students who are interested in Science, Technology, Engineering, and Math (STEM) concepts and careers? Encourage your kid(s) to visit their school or classroom library and/or your local public library.
The Free Library of Philadelphia is one of the largest public library systems in the country. A "Free Library of Philadelphia" card is available at no cost to anyone who lives, works, pays taxes, or goes to school in the City of Philadelphia. In addition, anyone who lives in the state of Pennsylvania can obtain a Free Library card without charge. Out-of-state residents can obtain a card by paying an annual fee of $50.00.
The books listed on this guide are available at the Free Library of Philadelphia unless otherwise listed and may be available at school libraries as well as public libraries outside of the city. Need help finding a book? Talk to a librarian at your local public library.
Every aspect of the creation of a pop-up, known as paper engineering, is clearly and thoroughly covered. All types of parallel folds, angle folds, wheels, and pull tabs are accurately detailed verbally and visually, flat and in dimension; grades; grades preK-8
Provides imaginative projects for girls who love to tinker and create, including such creations as washi tape frames, mini catapults, invisible ink, and watercolor pillows; grades 1-6. (Not available at the Free Library of Philadelphia)
A collection of miniscale models built from LEGO bricks. Models include trains, aircraft, fire trucks, construction vehicles, cars, ships, and spacecraft. Features detailed step-by-step building instructions; grades 2+.
In this latest addition to his popular Who Built That? series, Didier Cornille presents ten of the most important bridges in the world, from the Brooklyn to the Golden Gate; from the first in cast iron to the longest in concrete; from small footbridges to the tallest in the world; grades 2-7.
Discover various careers in engineering, including civil, mechanical, and electrical engineering, as well as robotics and animatronics, which are used to create many of the special effects used in movies; grade 3+.
Explore the science behind construction, from how zip wires move to how marble runs work, with these hands-on experiments. Using easy-to-find objects and tools, each fun project-including a lolly bridge and a 10-second marble challenge-can be constructed at home; grades 3+.
Profiles the systems that work together to keep urban areas running safely, discussing how cities have evolved while outlining projects that explain facts about transportation, water systems, and architecture; grades 3-7.
In 3D Engineering: Design and Build Your Own Prototypes, young readers tackle real-life engineering problems by figuring out real-life solutions. Kids apply science and math skills to create prototypes for bridges, instruments, alarms, and more; grades 3-7.
This fun and educational text focuses on subjects that were of particular interest to Ben Franklin. It contains activities that are simple to perform and require only easy-to-find materials; grades 3-7.
The idea of downloading and printing out a three-dimensional physical object using a personal computer might seem like something out of a science fiction story. However, the latest 3D printing technology is making this incredible dream into a reality; grades 3-7.
Presents over two dozen outdoor science activities demonstrating such scientific properties as soil erosion, the water cycle, air pressure, and astronomy; grades 3 - 8. (Not available at the Free Library of Philadelphia)
A flying car, a bed that ejects sleepers when it is time to awaken, a toilet seat for cats—these are just a few of the imagined, creative, and sometimes patented inventions that did not change the world; grades 5-8.
The Technic models in "Simple Machines" demonstrate basic configurations of gears, shafts, pulleys, turntables, connectors, and the like and show readers how to create small, elegant machines like cranes, operable doors, motorized cars, a rubber band-powered rocket launcher, a hand-cranked drag racer, and even musical instruments; grades 5+.
The true story of Beauty the Eagle's rescue and rehabilitation. Beauty has been featured on Nato Geo WILD TV's Unlikely Friends, in the National Wildlife Federation's Ranger Rick magazine, on the National Academy of Engineering (NAE) EngineerGirl website; grades 6 - 12.
An introduction to the Wright Brothers and their achievements in aeronautics examines the experiments and machines the brothers designed that blazed a trail for the modern world's airplanes, jets, and helicopters; grades 3-7.
When a little girl finds an adorable robot in the woods, she presses a button and accidentally activates him for the first time. But the big, bad robots are coming to collect the little guy for nefarious purposes, and it's all up to a five-year-old to save the day; grades preK-8
Science no fair! by Nancy Krulik and Amanda Burwasser and illustrated by Mike Moran When Logan Applebaum's mother invents a robotic cousin for him, Logan thinks this may give him an edge in the third grade science fair but the Silverspoon twins have other ideas; grades 1-3.
After an unfortunate incident involving launching the second floor of Goldie’s old school into orbit, Goldie’s sent to the prestigious Higgs Bozon Prep. HiBo’s rigid rules and conventional conformity are no fit for a wild, creative inventor like Goldie; grades 1-3.
In his Grandpa Al's garage workshop, child genius Frank Einstein tries to invent a robot that can learn on its own, and after an accident brings wisecracking Klink and overly expressive Klank to life, they set about helping Frank perfect his Antimatter Motor until his archnemesis, T. Edison, steals the robots for his doomsday plan; grades 3-7.
After moving in with their eccentric uncle, Nick and Tesla encounter strange occurrences in their new neighborhood and build gadgets using simple household objects to help them solve the mysteries; grades 3-8.
Roz the robot discovers that she is alone on a remote, wild island with no memory of where she is from or why she is there, and her only hope of survival is to try to learn about her new environment from the island's hostile inhabitants; grades 3-8.
When twelve-year-old Hugo, an orphan living and repairing clocks within the walls of a Paris train station in 1931, meets a mysterious toy seller and his goddaughter, his undercover life and his biggest secret are jeopardized; grades 3-8.
The case of the missing moonstone by Jordan Stratford and illustrated by Kelly Murphy Imagines an alternate 1826 London, where Ada Lovelace (the world's first computer programmer) and Mary Shelley (author of Frankenstein) meet as girls and form a secret detective agency; grades 3-8.
When twelve-year-old Farah and her two best friends get sucked into a mechanical board game called The Gauntlet of Blood and Sand, a puzzle game akin to a large Rubik's cube, they know it is up to them to defeat the game's diabolical architect in order to save themselves and those who are trapped inside, including her baby brother Ahmed; grades 3-8.
What color is my world? : the lost history of African-American inventors by Kareem Abdul-Jabbar & Raymond Obstfeld and illustrated by Ben Boos & A.G. Ford While twins Ella and Herbie help the handyman Mr. Midal work on their new home, he tells them about such inventors as Granville Woods, Dr. Henry T. Sampson, and James West, giving them a new view of their heritage as African-Americans.Includes biographical information; grades 3-8
House of robots by James Patterson and Chris Grabenstein and illustrated by Juliana Neufeld
Fifth-grader Sammy Hayes-Rodriguez struggles to fit in when his inventor mother requires him to take her latest creation, a robotic 'brother,' to school with him to learn to become a student; grades 4-8.
Abigail and John, the Templeton twins, and their dog Cassie, foil a pair of inept kidnappers intent on stealing one of their father's newest inventions; grades 4-8.
Melonhead by Katy Kelly and illustrated by Gillian Johnson
In the Washington, D.C. neighborhood of Capitol Hill, Lucy Rose's friend Adam "Melonhead" Melon, a budding inventor with a knack for getting into trouble, enters a science contest that challenges students to recycle an older invention into a new invention; grades 4-8.
Fourteen-year-old Eleanor "Peewee" McGrath, a tomboy and automobile enthusiast, discovers new possibilities for her future after the 1914 arrival in her small Indiana town of four young librarians; grades 5-10.
As the new computer lab teacher tries to bring Ella Mentry School into the twenty-first century with her peculiar inventions, second-grader A.J. struggles to survive without sugary snacks when Principal Klutz bans junk food; grades 1-5.
When Brother Bear and his classmates get laptop computers as a school experiment, they become lost in cyberspace, cruising chat rooms, exchanging email, clicking onto websites, and neglecting their friends and family; grades 3-5.
This book tells the story of Benji Franklin, a twelve-year-old genius who becomes an overnight zillionaire after writing a computer application that generates excuses--and soon discovers that a lot of people want him to solve their problems; grades 3-6.
Four fifth-grade students--a geek, a class clown, a teacher's pet, and a slacker--as well as their teacher and mothers, each relate events surrounding a computer programmed to complete homework assignments; grades 3-7.
Looking forward to joining the new coding club at school so that she can develop her app idea, Lucy is disappointed by the lukewarm reception she receives from the club's other members, who work with her to decipher mysterious coding notes; grades 3-7.
When twelve-year-old Yip uses his father's new software to make a computer simulation of a boy his age, the creation breaks out of cyberspace into the real world and begins to complicate Yip's life; grades 3-8.
Sent to live with her chef father and his wife in Oregon after having stayed with her inventor uncle and scientist mother in Cleveland, ten-year-old misfit Megan is lonely until she starts working with some computer-savvy mice to try to save Mouse Nation--and the planet; grades 3-8.
Welcome to Stately Academy, a school which is just crawling with mysteries to be solved! The founder of the school left many clues and puzzles to challenge his enterprising students. Using their wits and their growing prowess with coding, Hopper and her friend Eni are going to solve the mystery of Stately Academy no matter what it takes; graphic novel; grades 3-10.
As twelve-year-old Johnny endures tensions at home, he watches television coverage of the Gulf War and plays a computer game called Only You Can Save Mankind. He is increasingly drawn into the reality of the alien ScreeWee; grades 3+.
Meet Josh Lewis, a sixth grader at the elite Huckley School. When his best friend Aaron announces that he can time travel with his computer, Josh isn't fazed. But when Aaron actually microprocesses himself into cyberspace, the duo must deal with unexpected visitors from the past; grades 4-7.
Tired of being “killed” every 20 minutes playing “Gopher,” Jessica takes her friend Matthew’s advice and logs on to a new web game dubbed “Medieval Madness.” Suddenly she and Matthew are actually in the game, squired through a medieval forest by Dennis, a surfer-dude centaur who shows them the ropes, gives Matthew a magic wand; grades 4-7.
In a future where electronic surveillance has taken the place of love, a veterinarian is putting computer chips in animals to control them, and those creatures choose young Zane, who understands their speech, to release captives and bring them to a technology-free safety zone; grades 4-8.
When the mysterious Glyphmaster tricks Adam into solving a puzzle and then hacks his computers, Adam, Finn, Lewis, and Emily are pulled into a mystery that is more trouble than they ever imagined; grades 4-8.
Follows the adventures of a young boy and his neighbor friend as they travel through a computer portal into outer space, where they explore such mysteries as black holes and the origins of the universe, while trying to evade an evil scientist; grades 6-8.
Video Games: Design and Code Your Own Adventure, young readers learn why games are so compelling. Kids will even create their very own video games using software such as MIT's Scratch; grades 3-7.
Create with code : build your own website by Clyde and the CodorDojo Foundation CoderDojo is the coding club that lets you hang out with other coders, learn new stuff and generally have fun with computers. This amazing CoderDojo book tells you everything you need to know to build your own website; grades 3-7.
Star Wars Coding Projects is a step-by-step visual guide to designing and coding in Scratch. Your favorite Star Wars characters will guide you through fun projects, animations, and games as you learn how to create and code; grades 3-7.
The Raspberry Pi is a credit card-sized computer that plugs into your TV and a keyboard. This book takes you step-by-step through many fun and educational possibilities; grades 6-12.
Steve Jobs thinking differently : an unauthorized biography by Patricia Lakin Visionary Pioneer. Little terror. Entrepreneur. Inventor. College dropout. Creative genius. These are just a few of the words used to describe the late Steve Jobs, cofounder, chairman, and chief executive officer of Apple Inc; grades 3-7.
This title examines the remarkable life of Mark Zuckerberg. Readers will learn about Zuckerberg's family background, childhood, education, and innovative work as the creator of the groundbreaking social networking site Facebook; grades 8-10. (Not Available at the Free Library