Parents need to know that Frank Einstein and the BrainTurbo does a surprisingly good job of illustrating how the brain serves as command central for the human body. This third book in the educational and entertaining by () boasts plenty of serious science but does some philosophical musing as well. As a robot begins to experience human emotion, Scieszka marvels at the wonder and beauty of the world. A mob turns on a perceived threat, a young child steals from another, kids dodge responsibility for accidental property damage, and a character makes a tremendous sacrifice for the greater good.
FRANK EINSTEIN AND THE ANTIMATTER MOTOR kicks off Jon Scieszka's science-based series with a satisfying bang. Frank's an enjoyable character with a good heart and a Sherlock Holmes-style knack for seeing several moves ahead of everyone else. Science is woven into the narrative at every step. Some of the particulars may be beyond younger readers, but there's enough here to keep them engaged and appeal to kids with a strong interest in science.
FRANK EINSTEIN is the creation of four friends with a love for playing music.
Frank Einstein and his best friend, Watson, want to help pal Janegoodall make the cut to pitch for the Midville Mud Hens. With help from his robots, Klink and Klank, Frank analyzes the key systems of the human body and decides to invent a BrainTurbo to boost her brain function and her overall power. But their rivals, T. Edison and Mr. Chimp, steal the BrainTurbo and Klank, who's delighted to feel human emotions thanks to the device. Edison finds a way to control other people's brains -- and it's up to Frank to try to stop him.
Frank Einstein's first attempt to build a SmartBot -- and win science prize money to pay his Grampa Al's bills -- fizzles. But a lightning storm provides the needed jolt for two artificial-intelligence robots named Klink and Klank to assemble themselves in his garage lab and help Frank and his friend Watson work on a prize-winning invention: an antimatter motor. But then their nemesis, T. Edison, steals Klink and Klank to try to beat Frank to the prize -- and seize Grampa Al's home, as well.