Enzo is the son of a great magician, however unlike his father, his spells create chaos instead of order. What really interests Enzo, more than books about magic, are books by and about the lives of famous physicists and astronomers like Galileo Galilei and Johannes Kepler. Enzo dreams not of becoming a magician, but a mathematician instead.
Ethan wakes up one morning to find a very strange cat stuck on his head. The cat, Odds, refuses to budge until Ethan wins a game of probability. Without looking, Ethan must pick out a dime from his coin collection or two matching socks from his dresser, or do something else improbable. If he doesn't, Odds is there to stay, and Ethan has a 100% chance of missing his big soccer game.
It's time to spread out your dominoes and learn how to add! Learning to add is fun when you use dominoes. This bold, colorful counting book shows you how.
First learn how to use simple addition to find the total number of dots, from zero to twelve, on each domino. Then see if you can find the dominoes with each total hidden in the pictures. With a simple but imaginative approach, Lynette Long has created a fun-filled counting book sure to appeal to even the most reluctant math students.
Twenty-five pennies, four dimes, two nickels, and one quarter… hmm…
A pocketful of coins! Who can make heads or tails of it? YOU can with The Coin Counting Book. Change just adds up with this bankable book illustrated with real money. Counting, adding, and identifying American currency from one penny to one dollar is exciting and easy. When you have counted all your money, you can decide to save it or spend it.
Pythagoras and his cousins want to win a music contest, but first they must figure out how to play their instruments in tune, something that's never been done before.
While trying to fix the problem, Pythagoras makes an important discovery--notes that sound pleasant together have a certain mathematical relationship. When Pythagoras applies this ratio to his cousins' pipes and lyres, the result is music to the ears.
When young Per visits her uncle Sir Cumference, aunt Lady Di of Ameter, and her cousin Radius, they teach her how to play Inners and Edges. After Per finds a clue linking the game to the mysterious castle of the Countess Areana, she and Radius sail to the island of Immeter. There, they have to decipher cryptic clues while avoiding a sea serpent. To unlock the island's secret, Per has to figure out how to find the perimeter and area of a circle. Only then can she become Per of Immeter.
King Arthur has issued a challenge. The first knight to find the sword, Edgecalibur, will be the next king. Sir Cumference, Lady Di of Ameter, and Radius help their friend, Vertex, find the sword.
What would you do if the neighboring kingdom were threatening war? Naturally, you'd call your strongest and bravest knights together to come up with a solution. But when your conference table causes more problems than the threat of your enemy, you need expert help. Enter Sir Cumference, his wife Lady Di of Ameter, and their son Radius. With the help of the carpenter, Geo of Metry, this sharp-minded team designs the perfect table conducive to discussing the perfect peace plan. Thanks to Sir Cumference and the First Round Table, even the most hesitant will be romancing math.
When Sir Cumference drinks a potion which turns him into a dragon, his son Radius searches for the magic number known as pi which will restore him to his former shape.