Technology has traveled a remarkable path from clunky novelties to the seamless networked world many rely on today. This guide, COOL TECH: GADGETS, GAMES, ROBOTS AND THE DIGITAL WORLD, invites readers to take that journey alongside a clear map of how these tools really came to be and what they do for everyday life. It traces the story from the earliest game controllers, those clunky pads and joysticks that defined play for generations, to the modern era where service robots are increasingly at work behind the scenes in restaurants, hospitals, and homes. The book demonstrates how a single button press, a firmware update, or a new sensor can ripple through software, hardware, and routines, reshaping what people expect from entertainment, work, and learning. It explains the core structure of the Internet, demystifies how social networks spread information, and peels back the layers of a familiar device like the iPod to reveal design choices, component quality, and the global supply chain that brings music to ears. Against this backdrop, the text builds a frame for understanding technology not as distant apparatus in a lab, but as a dynamic ecosystem of creators, engineers, product teams, business models, and user needs that connect across borders. It speaks to readers in Canada and the United States who want both context and practical knowledge, a blend that helps make sense of new devices as they arrive and new services as they become integrated into daily life, schools, and small businesses.
Consider this thought experiment: if a reader could imagine a robot with any role, what would it do, how would it work, and what would it wear on its exterior? The prompt invites a drawn concept or a hands on build, with an illustration or photo that captures imagination, and it offers a chance to win one of three prize packs from DK. The idea links creativity with science, inviting hands on exploration that clarifies what modern robotics can achieve and where clever problem solving is needed. The questions are designed to spark curiosity about sensors, actuators, control systems, data processing, and the ways software guides a robot from idea to action. The program encourages learners to translate ideas into tangible artifacts, whether a simple paper model, a cardboard prototype, or a 3D printed device, and to reflect on how a real robot might fit into home life, classroom projects, maker spaces, or small businesses. In guiding participants, the publication emphasizes fairness, transparency, and the joy of discovery, turning a contest into an invitation to learn by doing rather than merely watching, a chance to share with peers and mentors across North America.
Details about participation are outlined in the official guidelines that accompany the work. No purchase is necessary to join the contest, and entries should include the participant’s full name, age, location, and a reliable way to reach them as described in the rules. The competition sets clear limits, such as age and geographic eligibility, and typically allows one entry per person. Judges assess creativity, originality, and how well the entry aligns with the contest theme, while winners consent to the use of their submission and their name in a public winners list. Submissions are handled through the designated channels described in the current edition’s guidelines, with privacy and safety considerations prioritized and accessibility measures considered for diverse communities. The aim is to celebrate imagination and practical learning, while ensuring a straightforward, trustworthy process for families, classrooms, and hobbyists across North America.