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SPORTS
SPORTS & STEAM
Whether it’s a high school or college team, an individual athlete pursuing their career best, or a professional sports team competing for a championship, sports captivate people of all ages. But many don’t stop to think about the roles that STEAM (Science, Technology, Engineering, Arts, and Math) plays in the sporting world. Engineers, scientists, technicians, inventors, and other STEM professionals design and build stadiums, wearable technology, protective gear, and other things. Others collect and analyze massive amounts of data—to help individual athletes and teams obtain a competitive edge and improve the fan experience. The arts are deeply integrated into the world of sports as tools and as a source of creative inspiration for STEAM professionals, as well as forms of expression by sports artists. Each volume in the Sports & STEAM series spotlights a different STEAM field and details how it plays a major role in the sports world. Discussions of emerging technologies—such as artificial intelligence, augmented and virtual reality, the Internet of Things, 3D printing, and advanced robotics—demonstrate how these technologies are being used to help athletes and teams, as well as help fans to better enjoy the game.
5 VOLUME SET © 2025
Set ISBN..............978-1-4222-4917-8 Hardcover Set List Price...........173.00 Hardcover List Price..................34.60 Multi-User eBook List Price .....42.60
129.75 (S&L) 25.95 (S&L) 31.95 (S&L)
Full color • Library Bound Trim Size: 6 ½ x 9 • 64 pages Grade Level: 7–12
Arts.......................................................... -4918-5 -6896-4 Engineering.............................................. -4919-2 -6897-1 Mathematics............................................ -4920-8 -6898-8 Science.................................................... -4921-5 -6899-5 Technology............................................... -4922-2 -6900-8 HBK ISBN E-ISBN
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