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Showing 1 - 9 of 9 items
By Monica Kulling. 2012
By Laurie Wallmark. 2017
Who was Grace Hopper? A software tester, workplace jester, cherished mentor, ace inventor, avid reader, naval leader--AND rule breaker, chance… taker, and troublemaker. Grace Hopper coined the term “computer bug” and taught computers to “speak English.” Throughout her life, Hopper succeeded in doing what no one had ever done before. Delighting in difficult ideas and in defying expectations, the insatiably curious Hopper truly was “Amazing Grace”, and a role model for science- and math-minded girls and boys. With a wealth of witty quotes, and richly detailed illustrations, this book brings Hopper's incredible accomplishments to life. Grades K-3. 2017.
By Jen Sookfong Lee. 2017
From its beginnings as a farming celebration marking the end of winter to its current role as a global party… featuring good food, lots of gifts and public parades, 'Chinese New Year' is a snapshot of Chinese culture. Award-winning author and broadcaster Jen Sookfong Lee recalls her childhood in Vancouver, British Columbia, and weaves family stories into the history, traditions and evolution of Chinese New Year. Grades 3-6. 2017.
By Chris Barton. 2016
A love for rockets, robots, inventions, and a mind for creativity began early in Lonnie Johnson's life. Growing up in… a house full of brothers and sisters, persistence and a passion for problem solving became the cornerstone for a career as an engineer and his work with NASA. But it is his accidental invention of the Super Soaker water gun that has made his most memorable splash with kids and adults. Grades K-3. 2016.
By Helaine Becker. 2018
You've likely heard of the historic Apollo 13 [mission]. But do you know about the mathematical genius who made sure… that Apollo 13 returned safely home? As a child, Katherine Johnson loved to count. She counted the steps on the road, the number of dishes and spoons she washed in the kitchen sink, everything! Boundless, curious, and excited by calculations, young Katherine longed to know as much as she could about math, about the universe. From Katherine's early beginnings as a gifted student to her heroic accomplishments as a prominent mathematician at NASA, this is the story of a groundbreaking American woman who not only calculated the course of moon landings but, in turn, saved lives and made enormous contributions to history. Grades K-3. 2018.
By Kate Carman. 1981
By Nikki Tate. 2018
Christmas is a popular holiday celebrated by people all over the world. Learn about the games played, foods eaten, music… played and favourite ways of decorating in different parts of the world. With lots of fun facts (about everything from frumenty to the jolly old man in red himself) and recipes, there's plenty in this volume to satisfy anyone with an interest in the festive season. Grades 4-7. 2018.
By Stella Bowles. 2018
Stella Bowles was a Grade 6 Nova Scotia student when she turned environmental activist to campaign against sewage pipes draining… straight into the LaHave River. This is the inspirational first person account of Stella's Grade 6 science fair project which caught the eyes of the media, the public and government leaders propelling her into the limelight. Stella details her two and a half year fight to clean up the river, winning numerous awards for her environmental activism along the way. She succeeds in shaming three levels of government and rallying supporters into funding a $$15.7 million cleanup. Today, she continues to campaign for cleaner water and demonstrates to other children how to test water quality in their own backyards, and how to take action if they find their water is polluted too. Grades 3-6.
By Alejandro Arbona. 2018
Did you know that Nintendo started in the mid-19th century as a playing card company and that the Japanese giant… also sold rice and operated taxi cabs? And did you know that the very first video game was called Tennis for Two and was created by a US government scientist named William Higinbotham? Today, video games play a gigantic role in our culture and none of this would have been possible without people like Shigeru Miyamoto, the creative mastermind that turned a failed business venture into the game that eventually inspired him to build Donkey Kong and Mario Bros., or Donna Bailey, who created the arcade sensation video game Centipede. This book tells the stories of these amazing men and women who turned a small hobby into a multimillion-dollar industry that changed the way we play and interact, from our living rooms to the arcades, on our computers to our hand-held devices. Grades 4-7. 2018.