August 11 – Play in the Sand Day

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About the Holiday

Is there any better way to spend a summer day than playing on a sandy beach? That wet, compact surface is perfect for running on, digging in, and of course building sandcastles with. And the soft, dry areas? Their great for setting up chairs or blankets and wiggling toes in. Whether you head out to the ocean, a lake, or even a secluded river bank, don’t forget to pack a pail and shovel for some family fun!

How to Code a Sandcastle

Written by Josh Funk | Illustrated by Sara Palacios

 

It’s the last day of Pearl’s summer vacation, and she’s hit the beach with her parents. Her goal is to build a sandcastle. It’s not like she hasn’t tried on other beach days, but there was always something that destroyed it. There was the frisbee that landed on top of it, then a surfer glided right into it, and another girl’s dog, Ada Puglace, thought it needed a moat. But today, Pearl brought her robot, Pascal, to build her sandcastle.

celebrate-picture-books-picture-book-review-how-to-code-a-sandcastle-ruined-sandcastles

Image copyright Sara Palacios, 2018, text copyright Josh Funk, 2018. Courtesy of Viking Books for Young Readers.

As Pearl explains, “He’ll do whatever I tell him—as long as I tell him in code. It’s not a secret code—it’s special instructions that computers understand.” Pearl points out the perfect spot on the beach for her sandcastle and tells Pascal to build it. But Pascal doesn’t move. Pearl realizes that she must break down the one big request into smaller problems for Pascal to solve. Easy-Peasy, Pearl thinks.

The first problem Pearl gives Pascal is: “find a place to build.” First Pascal travels out to sea, but Pearl tells him they must build on land. So Pascal rolls out into the parking lot. Hmmm…that’s not right either. Pearl decides she must be “very specific with my instructions.” When she tells Pascal to “find a flat spot on sand that isn’t too close to the water,” he marks an X on a perfect sandy spot. Great!

celebrate-picture-books-picture-book-review-how-to-code-a-sandcastle-small-problem-1

Image copyright Sara Palacios, 2018, text copyright Josh Funk, 2018. Courtesy of Viking Books for Young Readers.

The second problem Pearl gives Pascal is to “gather up sand.” She’s learned to be very particular in her instructions, so she gives her robot a three-step process: “Fill the pail with sand, dump the sand on our spot, pat the sand down.” This works just right, so Pearl continues telling Pascal the directions, until she grows tired of speaking.

There must be a better way, Pearl thinks. How about a loop? Pearl directs Pascal to “loop through this sequence,” and just like that Pascal is off and rolling and Pearl gets to relax. A while later, Pearl discovers that Pascal had built a pyramid-high pile of sand, so Pearl tells him to stop. Next, they will “shape and decorate the castle.” Pearl comes back with pretty seashells to add to the castle, while Pascal brings back the lifeguard—in his chair. Pearl orders Pascal to bring back something smaller. When he comes back with a crab, she tells him it must be something that doesn’t move, and when he shows up with a baby’s pacifier, Pearl knows she must do a better job of explaining.

celebrate-picture-books-picture-book-review-how-to-code-a-sandcastle-small-problem-3

Image copyright Sara Palacios, 2018, text copyright Josh Funk, 2018. Courtesy of Viking Books for Young Readers.

She decides to give him “if—then—else” instructions. With these detailed directions, Pascal returns with a shell and some seaweed. Finally, it’s time to shape the castle. They use their buckets and hands to build a beautiful castle that even has a turret. The shells, rocks, and seaweed are the perfect finishing touches. With the castle finally finished, Pearl runs off to get her toys.

But when she gets back, Pearl discovers that the rising tide has washed their sandcastle out to sea. And to make matters worse, Ada Puglace is back to add another moat. Hmmm… a moat? Pearl thinks. That’s what she needed the first time. Pearl really wants to rebuild, but it took her half a day to make the first one. Then she realizes that the code is already written. All she has to do is use it again. In no time a new sandcastle stands gleaming on the beach.

There’s just one more problem to solve. Quickly, Pearl gives Pascal a new looped sequence to dig the moat. Now it’s time to play—or “code an entire kingdom!”

celebrate-picture-books-picture-book-review-how-to-code-a-sandcastle-finished-castle

Image copyright Sara Palacios, 2018, text copyright Josh Funk, 2018. Courtesy of Viking Books for Young Readers.

A Foreward written by Reshma Saujani, the founder of Girls Who Code, introduces readers to this organization that is “working to close the gender gap in technology” and get girls of all ages excited about coding and future opportunities in science and technology. 

Pearl and Pascal’s Guide to Coding with brief discussions of Code, Sequence, Loops, and If-Then-Else follows the text.

With his infectious enthusiasm and talent to reach kids in new and innovative ways, Josh Funk, a computer programmer by day and super writer by night, is a perfect guide to the joys of coding for young learners. Taking kids out to the beach for a bit of sandcastle building—an endeavor that is often fraught with dangers—is a terrific way to show the procedures and power of coding. Pearl’s initial missteps in programming Pascal provide laugh-out-loud moments while also demonstrating that computer programs work with precise instructions. Her inexperience but quick learning will give readers confidence in their own abilities to code and where to look for problems if their program does not run as smoothly as they’d like. When high tide washes Pearl and Pascal’s sandcastle out to sea, readers may groan in empathy, but the opportunity to do it all again—only bigger and better—will make them cheer.

celebrate-picture-books-picture-book-review-how-to-code-a-sandcastle-last-day

Image copyright Sara Palacios, 2018, text copyright Josh Funk, 2018. Courtesy of Viking Books for Young Readers.

Sara Palacios’s golden beach is a wide-open and inviting platform to introduce the world of computer programming to young readers. Sunny and enthusiastic, Pearl, in her heart-shaped sunglasses, is persistent and smart in figuring out just how to make Pascal do what she wants. Pascal is a round, rolling cutie, perpetually happy to perform its duties. Series of panels and speech bubbles depict each instruction Pearl gives Pascal, clearly showing readers how coding and a computer’s response to its instructions work. Sequence loops are cleverly portrayed with typeface that creates a circle around Pearl’s floating ring and later around the trench that will surround the castle and become the moat. The final image of Pearl and Pascal celebrating their successful day together is powerful encouragement that a new day of girls and women in technology and science is on the horizon.

Coding a Sandcastle is a motivating combination of lighthearted fun and accessible education that will encourage girls—and boys—to get involved with computer coding just for their own enjoyment or as a future profession. It’s a must for school media and computer class libraries, and with this book on home bookshelves, kids won’t want to just play on the computer—they’ll be asking to program too.

Ages 4 – 8

Viking Books for Young Readers, 2018 | ISBN 978-0425291986

Discover more about Josh Funk and his books and find lots of fun activities to do too on his website.

To learn more about Sara Palacios, her books, and her art, visit her website.

Play in the Sand Day Activity

celebrate-picture-books-picture-book-review-bringing-the-outside-in-painted-pails-craft

Personalized Painted Pail

 

A trip to the beach or park isn’t complete without a pail to collect shells, seaweed, sea glass, pebbles, sticks, nuts, or other things in. But why should all the cool stuff be on the inside? With this craft you can decorate your pail to show your unique personality!

Supplies

  • Plastic or metal pail
  • Craft paint in various colors
  • Crystal Clear Acrylic Coating, for multi-surface use
  • Paint brush

Directions

  1. Paint designs on the pail
  2. When paint is dry spray with acrylic coating to set paint
  3. Let dry

celebrate-picture-books-picture-book-review-how-to-code-a-sandcastle-cover

You can find How to Code a Sandcastle at these booksellers

Amazon | Barnes & Noble | Books-a-Million | IndieBound

Picture Book Review

July 20 – National Moon Day

celebrate-picture-books-picture-book-review-margaret-and-the-moon-cover

About the Holiday

Today’s holiday celebrates July 20, 1969, the day when astronauts first walked on the moon. Six hours after landing on the moon with his fellow astronauts, Neil Armstrong climbed down the ladder and stepped onto the moon’s surface. Watched by millions of people on TV, this monumental human achievement ushered in the technical advancements we enjoy today. To celebrate, why not share that historic moment with your child and read up on the people who helped make that mission possible—like the subject of today’s book!

Margaret and the Moon: How Margaret Hamilton Saved the First Lunar Landing

Written by Dean Robbins | Illustrated by Lucy Knisley

 

“Margaret Hamilton loved to solve problems.” When she looked around, she saw many things that made her wonder “why?” Instead of going with the status quo, though, she came up with her own answers. Some things she questioned were why girls didn’t play baseball and why there were so few women doctors, scientists, judges and other professionals. So Margaret joined the baseball team and studied “hard in every subject at school—reading, music, art, and especially mathematics.”

celebrate-picture-books-picture-book-review-margaret-and-the-moon-baseball

Image copyright Lucy Knisley, 2017, text copyright Dean Robbins, 2017. Courtesy of Knopf Books for Young Readers.

From her father who was a poet and philosopher, Margaret learned about the universe. She wanted to know “how the planets moved, when the galaxies formed, and why the stars shone.” She loved to gaze “at the night sky in wonder.” She especially wanted to know more about the moon—how far away is it? How many miles is its orbit around the Earth? What is its diameter?

In school, Margaret found it fun to solve “harder and harder math problems” in algebra, geometry, and calculus. “And then she discovered computers!” She realized that she could use computers to solve so many of her questions about the universe. She began writing code and called herself a software engineer. After starting with simple mathematical problems, Margaret moved on to writing code that “could track airplanes through the clouds,” predict the weather, and perform functions they never had before.

celebrate-picture-books-picture-book-review-margaret-and-the-moon-father

Image copyright Lucy Knisley, 2017, text copyright Dean Robbins, 2017. Courtesy of Knopf Books for Young Readers.

In 1964 she joined the team at NASA that was working on sending astronauts to the moon. In writing her code, “Margaret thought of everything that could happen on a trip to the moon.” What if the spacecraft went off course or lost power? What if one of the astronauts made a mistake? Margaret wrote code that could solve all of these problems and more. Soon Margaret was leading a team of her own as “Director of Software Programming for NASA’s Project Apollo.”

She was instrumental in helping Apollo 8 orbit the moon, Apollo 9 hook up with another ship in space, and Apollo 10 come “within nine miles of the moon’s surface.” When NASA was ready to land people on the moon, Margaret wrote the code. She thought of every problem that could arise and included a solution. The printout of her code stood taller than she was.

celebrate-picture-books-picture-book-review-margaret-and-the-moon-studied-hard

Image copyright Lucy Knisley, 2017, text copyright Dean Robbins, 2017. Courtesy of Knopf Books for Young Readers.

On the day of Apollo 11’s launch, Margaret was in the control room while the world watched on television. It took four days for the spacecraft to reach the moon. Finally, the lunar module, Eagle, separated and was ready to make the landing. But just as it was about to descend, an astronaut flipped a switch that sent the Eagle’s computer into overload.

Had Margaret “prepared for this problem? Of course! Margaret’s code made the computer ignore the extra tasks and focus on the landing.” Slowly the Eagle approached the surface of the moon and touched down. “The Eagle has landed!” Neil Armstrong announced to an amazed audience. In NASA’s control room, everyone cheered. “Margaret was a hero!”

An Author’s Note with more information about and photographs of Margaret Hamilton follow the text.

celebrate-picture-books-picture-book-review-margaret-and-the-moon-star-gazing

Image copyright Lucy Knisley, 2017, text copyright Dean Robbins, 2017. Courtesy of Knopf Books for Young Readers.

With excellent examples from Margaret Hamilton’s childhood and adult life, Dean Robbins presents an accessible and compelling biography that reveals, from the beginning, Margaret’s curiosity, confidence, and convictions. Robbin’s focus on Margaret’s hard work, her excitement at discovering computers, and her leadership at NASA creates a narrative that is inspirational for all children. His emphasis on positive, affirming events in Margaret’s life is welcome, allowing girls and boys to realize that through dedication and self-assurance, they can achieve their goals just as Margaret—a superb role model—did.

celebrate-picture-books-picture-book-review-margaret-and-the-moon-margaret

Lucy Knisley’s bright, supportive illustrations, full of thought bubbles of Margaret’s ideas and wonderings, give readers the kinds of details that will spark their imaginations and help them understand and appreciate Margaret Hamilton’s many gifts and expertise. Images of mathematical problems give way to lines of code, helping children see the connection between what they’re learning at school and future careers. Kids interested in space exploration will be enthralled with the illustrations of the NASA control room and lunar launches.

For kids interested in computer science and other sciences, biographies, and history, Margaret and the Moon is an excellent addition to home as well as classroom and school libraries.

Ages 4 – 8

Knopf Books for Young Readers, 2017 | ISBN 978-0399551857

Discover more about Dean Robbins and his books on his website.

To learn more about Lucy Knisley, her artwork, books, and comic, visit her website.

You can launch your own Tic-Tac-Toe Game with this set you make yourself! With just a couple of egg cartons, some crayons, and a printable game board, you’ll be off to the moon for some fun! Opposing players can be designated by rockets and capsules. Each player will need 5 playing pieces. 

National Moon Day Activity

celebrate-picture-books-picture-book-review-rocket-to-the-moon-tic-tac-toe-game

Out-of-this-World Tic-Tac-Toe Game

SUPPLIES

  • Printable Moon Tic-Tac-Toe Game Board
  • 2 cardboard egg cartons
  • Heavy stock paper or regular printer paper
  • Crayons
  • Black or gray fine-tip marker

DIRECTIONS

To Make the Rockets

  1. Cut the tall center cones from the egg carton
  2. Trim the bottoms of each form so they stand steadily, leaving the arched corners intact
  3. Pencil in a circular window on one side near the top of the cone
  4. Color the rocket body any colors you like, going around the window and stopping where the arched corners begin
  5. With the marker color the arched corners of the form to make legs
  6. On the cardboard between the legs, color flames for blast off

To Make the Capsule

  1. Cut the egg cups from an egg carton
  2. Color the sides silver, leaving the curved section uncolored. (If your egg cup has no pre-pressed curve on the sides of the cup, draw one on each side.)
  3. Color the curved section yellow to make windows
  4. With the marker, dot “rivets” across the capsule

Print the Moon Game Board and play!

celebrate-picture-books-picture-book-review-margaret-and-the-moon-cover

You can find Margaret and the Moon: How Margaret Hamilton Saved the First Lunar Landing at these booksellers

Amazon | Barnes & Noble | Books-a-Million | IndieBound

Picture Book Review

December 6 – It’s Computer Science Education Week

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About the Holiday

Computer Science Education Week was launched in 2009 to raise awareness of the importance of computer coding in all careers and to invite people to learn how to code. Students from kindergarten to grade 12 are especially encouraged to take an interest in computer science and learn coding skills and also to take part in Hour of Code programs at school and elsewhere. The holiday is celebrated in December to honor computing pioneer Admiral Grace Murray Hopper, who was born December 9, 1906 and went on to become a United States Navy rear admiral. Her work with machine-independent programming languages led to the development of COBOL, and she was instrumental in many other early computer-related advancements. To celebrate this week, check out Hour of Code and try coding for yourself!

Margaret and the Moon: How Margaret Hamilton Saved the First Lunar Landing

Written by Dean Robbins | Illustrated by Lucy Knisley

 

“Margaret Hamilton loved to solve problems.” When she looked around, she saw many things that made her wonder “why?” Instead of going with the status quo, though, she came up with her own answers. Some things she questioned were why girls didn’t play baseball and why there were so few women doctors, scientists, judges and other professionals. So Margaret joined the baseball team and studied “hard in every subject at school—reading, music, art, and especially mathematics.”

From her father who was a poet and philosopher, Margaret learned about the universe. She wanted to know “how the planets moved, when the galaxies formed, and why the stars shone.” She loved to gaze “at the night sky in wonder.” She especially wanted to know more about the moon—how far away is it? How many miles is its orbit around the Earth? What is its diameter?

celebrate-picture-books-picture-book-review-margaret-and-the-moon-father

Image copyright Lucy Knisley, 2017, text copyright Dean Robbins, 2017. Courtesy of Knopf Books for Young Readers.

In school, Margaret found it fun to solve “harder and harder math problems” in algebra, geometry, and calculus. “And then she discovered computers!” She realized that she could use computers to solve so many of her questions about the universe. She began writing code and called herself a software engineer. After starting with simple mathematical problems, Margaret moved on to writing code that “could track airplanes through the clouds,” predict the weather, and perform functions they never had before.

In 1964 she joined the team at NASA that was working on sending astronauts to the moon. In writing her code, “Margaret thought of everything that could happen on a trip to the moon.” What if the spacecraft went off course or lost power? What if one of the astronauts made a mistake? Margaret wrote code that could solve all of these problems and more. Soon Margaret was leading a team of her own as “Director of Software Programming for NASA’s Project Apollo.”

She was instrumental in helping Apollo 8 orbit the moon, Apollo 9 hook up with another ship in space, and Apollo 10 come “within nine miles of the moon’s surface.” When NASA was ready to land people on the moon, Margaret wrote the code. She thought of every problem that could arise and included a solution. The printout of her code stood taller than she was.

celebrate-picture-books-picture-book-review-margaret-and-the-moon-studied-hard

Image copyright Lucy Knisley, 2017, text copyright Dean Robbins, 2017. Courtesy of Knopf Books for Young Readers.

On the day of Apollo 11’s launch, Margaret was in the control room while the world watched on television. It took four days for the spacecraft to reach the moon. Finally, the lunar module, Eagle, separated and was ready to make the landing. But just as it was about to descend, an astronaut flipped a switch that sent the Eagle’s computer into overload.

Had Margaret “prepared for this problem? Of course! Margaret’s code made the computer ignore the extra tasks and focus on the landing.” Slowly the Eagle approached the surface of the moon and touched down. “The Eagle has landed!” Neil Armstrong announced to an amazed audience. In NASA’s control room, everyone cheered. “Margaret was a hero!”

An Author’s Note with more information about and photographs of Margaret Hamilton follow the text.

With excellent examples from Margaret Hamilton’s childhood and adult life, Dean Robbins presents an accessible and compelling biography that reveals, from the beginning, Margaret’s curiosity, confidence, and convictions. Robbin’s focus on Margaret’s hard work, her excitement at discovering computers, and her leadership at NASA creates a narrative that is inspirational for all children. His emphasis on positive, affirming events in Margaret’s life is welcome, allowing girls and boys to realize that through dedication and self-assurance, they can achieve their goals just as Margaret—a superb role model—did.

Lucy Knisley’s bright, supportive illustrations, full of thought bubbles of Margaret’s ideas and wonderings, give readers the kinds of details that will spark their imaginations and help them understand and appreciate Margaret Hamilton’s many gifts and expertise. Images of mathematical problems give way to lines of code, helping children see the connection between what they’re learning at school and future careers. Kids interested in space exploration will be enthralled with the illustrations of the NASA control room and lunar launches.

For kids interested in computer science and other sciences, biographies, and history, Margaret and the Moon is an excellent addition to home as well as classroom and school libraries.

Ages 4 – 8

Knopf Books for Young Readers, 2017 | ISBN 978-0399551857

Discover more about Dean Robbins and his books on his website.

To learn more about Lucy Knisley, her artwork, books, and comic, visit her website.

Computer Science Education Week Activity

celebrate-picture-books-picture-book-review-kid-at-computer-coloring-page

I Love Computers! Coloring Page

 

Learning to code is awesome! Why not try an Hour of Code here and then color this printable I Love Computers! Coloring Page!

Picture Book Review