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Hamilton, Margaret Heafield,. 1936-. Juvenile literature.
Hamilton, Margaret Heafield,. 1936-.
Project Apollo (U.S.). History. Juvenile literature.
Project Apollo (U.S.). History.
Computer software developers. United States. Biography. Juvenile literature.
Computer programmers. United States. Biography. Juvenile literature.
Women scientists. United States. Biography. Juvenile literature.
Scientists. United States. Biography. Juvenile literature.
Computer software developers.
Computer programmers.
Women scientists.
Scientists.
Moon. Juvenile literature.
Moon.
Margaret Hamilton was a curious girl who grew up to be a pioneer in software programming Margaret loves mathematics; in fact, she loves knowing about everything—art, music, the night sky. And she wonders, "Why didn't more girls grow up to be doctors? Or scientists? Or anything else they wanted?" Her father encourages her to ask questions, be curious, shoot for the moon. Computers are still brand-new in the 1950s and '60s, so when Margaret discovers them, she experiments to figure out what they might do: simple mathematics, tracking airplanes, predicting the weather. As the director of software programming for an MIT laboratory working for NASA, she helps Apollo 8 orbit the moon and Apollo 10 get within 9 miles of the moon's surface. When Apollo 11 runs into problems, Margaret and her computer codes get them out of trouble and onto the moon. Robbins successfully translates a complicated subject into an engaging text, with just the right amount of scientific information for young readers. Knisley's cartoonish illustrations, reminiscent of Megan McCarthy's, especially in Margaret's bespectacled eyes, perfectly capture the young white woman's inquisitive spirit while keeping the story light and child-friendly. A superb introduction to the life of one girl whose dreams were out-of-this-world. (author's note, bibliography, additional reading) (Picture book/biography. 5-9)
ALA Booklist (Sat Apr 01 00:00:00 CDT 2017)Robbins tells the story of pioneering software engineer Margaret Hamilton, whose programs helped NASA land astronauts on the moon. Growing up in the '30s and '40s, Margaret didn't see many women scientists, but instead of being dissuaded by the dearth of women in those fields, she threw herself heartily into all her school work, particularly math, and dreamed big. When she started working with computers and teaching herself programming, her imagination really soared. Eventually, her programs became indispensable to the space program, and her cool-headed thinking prevented disaster during the Apollo 11 mission. In Knisley's genial, cartoonish illustrations, young Margaret gazes, wide-eyed, at constellation-filled skies and zips around with a pale yellow moon, nicely visualizing the boundlessness of her aspirations. An author's note offers more detailed information, as well as some further reading and a handful of photos of Margaret both as a child and with her work. A worthy addition to collections of picture-book biographies of scientists.
Kirkus Reviews (Fri Oct 04 00:00:00 CDT 2024)Margaret Hamilton was a curious girl who grew up to be a pioneer in software programming Margaret loves mathematics; in fact, she loves knowing about everything—art, music, the night sky. And she wonders, "Why didn't more girls grow up to be doctors? Or scientists? Or anything else they wanted?" Her father encourages her to ask questions, be curious, shoot for the moon. Computers are still brand-new in the 1950s and '60s, so when Margaret discovers them, she experiments to figure out what they might do: simple mathematics, tracking airplanes, predicting the weather. As the director of software programming for an MIT laboratory working for NASA, she helps Apollo 8 orbit the moon and Apollo 10 get within 9 miles of the moon's surface. When Apollo 11 runs into problems, Margaret and her computer codes get them out of trouble and onto the moon. Robbins successfully translates a complicated subject into an engaging text, with just the right amount of scientific information for young readers. Knisley's cartoonish illustrations, reminiscent of Megan McCarthy's, especially in Margaret's bespectacled eyes, perfectly capture the young white woman's inquisitive spirit while keeping the story light and child-friendly. A superb introduction to the life of one girl whose dreams were out-of-this-world. (author's note, bibliography, additional reading) (Picture book/biography. 5-9)
Publishers Weekly (Fri Oct 06 00:00:00 CDT 2023)Robbins (
K-Gr 3When Margaret Hamilton was a child, her father encouraged her interest in space. She loved sports, reading, art, and music, but she especially enjoyed mathematics. Working with computers, Hamilton was able to combine her interests by teaching herself to write code and program computers. In 1964, she went to work for NASA and became the director of Software Programming for Project Apollo. Cartoon-style illustrations add a sense of levity to the work, making Hamilton's complex jobs accessible and appealing to a young audience. The narrative builds to an emotional climax when Apollo 11's lunar module, the Eagle, runs into problems minutes before the scheduled landing. Faced with a potentially disastrous computer overload, Hamilton's code corrected the malfunction, and the module touched down safely. The author was able to interview Hamilton, and an informative note explains more about her life and career. VERDICT Entertaining and illuminating, this book has many curricular connections, including space travel, women's history, inventions, and coding.Lucinda Snyder Whitehurst, St. Christopher's School, Richmond, VA
Starred Review for Kirkus Reviews
ALA Booklist (Sat Apr 01 00:00:00 CDT 2017)
Kirkus Reviews (Fri Oct 04 00:00:00 CDT 2024)
National Science Teachers Association Outstanding Science Trade
Publishers Weekly (Fri Oct 06 00:00:00 CDT 2023)
School Library Journal (Wed Mar 01 00:00:00 CST 2017)
A true story from one of the Women of NASA!
Margaret Hamilton loved numbers as a young girl. She knew how many miles it was to the moon (and how many back). She loved studying algebra and geometry and calculus and using math to solve problems in the outside world.
Soon math led her to MIT and then to helping NASA put a man on the moon! She handwrote code that would allow the spacecraft’s computer to solve any problems it might encounter. Apollo 8. Apollo 9. Apollo 10. Apollo 11. Without her code, none of those missions could have been completed.
Dean Robbins and Lucy Knisley deliver a lovely portrayal of a pioneer in her field who never stopped reaching for the stars.