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En 1920, des équipes de hockey de tout le Canada se sont affrontées pour avoir le privilège de représenter leur pays aux Olympiques. Ce sont les Falcons de Winnipeg, un petit groupe d’inconnus aux mille talents, qui en sont ressortis ultimement vainqueurs. Composés de joueurs d’origine islandaise, les Falcons ont dû essuyer de nombreux préjugés de la part des autres équipes de hockey canadiennes, qu’ils ont tout de même facilement vaincues pour se donner accès aux Olympiques. Les joueurs ont fini par se forger une reconnaissance internationale quand l’équipe a fait du Canada le premier pays de l’histoire olympique à remporter une médaille d’or en hockey. Après des débuts modestes, son amour pur pour le hockey a catapulté l’équipe vers la victoire et une renommée internationale.

In a world where Disney's greatest villains have been condemned to live in exile on the Isle of the Lost, Mal, Evie, Carlos, and Jay are given a chance to redeem themselves and prove they are greater than the sins of their parents by attending Auradon Prep and living among the good guys. This graphic novel series follows the Rotten Core in their chance for glory and other adventures.

A powerful true story of a young girl who has never known life outside a refugee camp and a father determined to help her dream big, now translated into Spanish. At Ban Vinai Refugee Camp, Kalia spends her days playing with cousins, chickens, and dogs. When she asks her father if all of the world is a refugee camp, he climbs with her to the top of a tree so she can see the world beyond the fences that confine them. Yang's evocative prose is accompanied by atmospheric illustrations from Rachel Wada in a story that encourages readers of all ages and circumstances to believe in their dreams.

One new idea could make life easier for the whole world! Great inventors use a process called design thinking to help them identify problems, big and small, and create solutions for them. This series introduces readers to design thinking and teaches them how to look at problems and products in a specific way to figure out a solution or how to improve them. Design thinking fosters innovation, creativity, and even empathy--essential learning for students.

From an airport surrounded by the sea to a rover on another planet, Design Marvels explores some of humanity's most amazing creations. Each STEM-focused title profiles six wonders of engineering, including bridges, buildings, and space technology. The content is rounded out with maps, data-driven graphs, and additional fascinating facts. Bright photos and engaging layouts take readers around the world to learn around these marvels of engineering.

Design thinking is a six-step process used in creative problem solving to understand users, challenge assumptions, redefine problems, and create innovative solutions. As a human-centered approach to innovation, design thinking is used in everything from corporate structure in businesses such as UberEATS, AirBnB, and Adobe XD to local and regional projects.

Learn how to design, animate, and create incredible computer graphics using free software. With easy-to-follow, illustrated step-by-step instructions, create all types of projects, from Pop Art posters and photo cubes, to game animations and a 3D city. Inspiration is offered from key artists, from the graffiti art of Banksy to the geometric art of Piet Mondrian. Each of the five chapters focuses on a key area of computer graphics, explaining the concepts and how to use the software, then offering projects that progress in difficulty from simple to "wow." Instructions are always easy to understand, with possible areas of confusion picked out.

The Designed by Nature series examines how people are inspired by solutions already found in nature when creating new forms of technology to solve their problems. Each title features detailed, informative text, colorful photographs and maps, and a timeline detailing major milestones in the history of each form of technology. Designed by Nature is a series of AV2 media enhanced books. A unique book code printed on page 2 unlocks multimedia content. These books come alive with video, audio, weblinks, slideshows, activities, hands-on experiments, and much more.

Readers learn what it would take to get humans to MarsÑfrom how long the space flight would be (about seven months!) to what life would be like once we got there.