This comprehensive sourcebook, which identifies and locates kits, games, and manipulatives, is organized into broad subject areas, including reading and language arts, mathematics, social studies, science and health, and the arts. Some 1,500 entries provide physical descriptions of the materials and
This is a work of great value to all who seek knowledge of Scottish-American events, and who wish to understand what surely must be one of the most interesting, colorful, and evident ethnic occurrences in the U.S." -W. R. McLeod vice-chairman, Dunvegan Foundation Clan McLeod "The author's enthusiasm for the Scottish Highland Games, and indeed her expertise, are reflected in this long-awaited work. All who are interested in the story of this enduring and popular festival will be grateful to Ann Donaldson for her conscientious research. It is a fine tribute to those Americans of Scottish descent who have contributed to keep this unique aspect of their culture vibrantly alive in the New World." -Gerald Redmond author of The Sporting Scots of Nineteenth Century Canada Discover the Scottish Highland Games, celebrated in over thirty U.S. states every year. Participants compete in the caber toss, Highland dancing, piping and drumming, fiddling, and many more competitive and non-competitive events. The Scottish Highland Games in America recognizes the players and events that keep the modern Games alive and exciting. Readers will discover the history of the Games, rooted in Scotland and celebrated in the United States, Canada, Australia, New Zealand, and other countries where Scots have settled. A complete state-by-state listing of the Games and their events is also provided. ABOUT THE AUTHOR Emily Ann Donaldson is a devoted Games fan, a participant in Scottish country dancing, and a member of several Scottish associations.
The art. The craft. The business. Animation Writing and Development takes students and animation professionals alike through the process of creating original characters, developing a television series, feature, or multimedia project, and writing professional premises, outlines and scripts. It covers the process of developing presentation bibles and pitching original projects as well as ideas for episodes of shows already on the air. Animation Writing and Development includes chapters on animation history, on child development (writing for kids), and on storyboarding. It gives advice on marketing and finding work in the industry. It provides exercises for students as well as checklists for professionals polishing their craft. This is a guide to becoming a good writer as well as a successful one.
Written as the successor to Virtual World Design: Creating Immersive Virtual Environments, this book carries the ideas brought forward in its predecessor to new levels of virtual world design exploration and experimentation. Written by an Emmy award-winning designer with 22 years of experience creating virtual environments for television and online communities, Extending Virtual Worlds: Advanced Design for Virtual Environments explores advanced topics such as multi-regional design, game-based sims, and narrative structure for environments. The book provides bedrock knowledge and practical examples of how to leverage design concepts within the intertwined structures of physics engines, level of detail (LOD) systems, and advanced material editors. It also shows designers new ways to influence the experience of virtual world visitors through immersive narrative and storytelling. With over 150 illustrations and 10 step-by-step projects that include the necessary 3D models and modular components, it delivers hours of stimulating creative challenges for people working in public virtual worlds or on private grids. By using this book, novices and advanced users will deepen their understanding of game design and how it can be applied to creating game-based virtual environments. It also serves as a foundational text for class work in distance learning, simulation, and other learning technologies that use virtual environments.
New Methods of Teaching and Learning in Libraries is a one-stop introduction to the role of technology in teaching and learning in libraries. Emerging models of library instruction and library support of instruction will be presented. Increasingly, librarians are called upon to partner with educational faculty and community members to deliver content and support innovative educational initiatives. Since libraries reach across academic disciplines and provide resources for the greater community, they are uniquely positioned to provide services and technologies that are available to many, bringing innovation out of silos and facilitating innovation in the community. Chapters covered include: · Active Learning in Collaborative Spaces · Creating Library Spaces that Foster Creation · Teaching Beyond the Library Walls · Teaching Skills for Career Success · Multimedia in Library Education · The Future of Mobile Libraries · Teaching and Learning in the Library of the Future Innovative programs will be highlighted and practical examples will be provided.
Tools for navigating today's hyper-connected, rapidly changing, and radically contingent white water world. Design Unbound presents a new tool set for having agency in the twenty-first century, in what the authors characterize as a white water world—rapidly changing, hyperconnected, and radically contingent. These are the tools of a new kind of practice that is the offspring of complexity science, which gives us a new lens through which to view the world as entangled and emerging, and architecture, which is about designing contexts. In such a practice, design, unbound from its material thingness, is set free to design contexts as complex systems. In a world where causality is systemic, entangled, in flux, and often elusive, we cannot design for absolute outcomes. Instead, we need to design for emergence. Design Unbound not only makes this case through theory but also presents a set of tools to do so. With case studies that range from a new kind of university to organizational, and even societal, transformation, Design Unbound draws from a vast array of domains: architecture, science and technology, philosophy, cinema, music, literature and poetry, even the military. It is presented in five books, bound as two volumes. Different books within the larger system of books will resonate with different reading audiences, from architects to people reconceiving higher education to the public policy or defense and intelligence communities. The authors provide different entry points allowing readers to navigate their own pathways through the system of books.
Research findings in education can provide invaluable insight into how teaching practice can be improved, but research papers are often inaccessible and hard to digest. This innovative new text is designed to assist physical education students, pre-service teachers, practising teachers and teacher educators to learn how to read research and to apply it to practice in primary and secondary physical education. The text also provides insights and implications for those working with young people in physical activity and sport settings. The book presents a clear, step-by-step guide to how to read and interpret research, followed by a series of short and engaging introductions to contemporary research studies on key topics in physical education, from classroom management and programme design to assessment and social issues. Each study is discussed from the point of view of researcher, teacher educator and primary and post primary teacher, providing the reader with invaluable insight into how to use research to generate new ideas and improve their teaching practice. Research and Practice in Physical Education is the perfect companion to any course in research methods, current issues, learning and teaching, or pedagogy and curriculum in physical education.
Building Effective Physical Education Programs is a unique text focused on designing and delivering school physical education programs. The text succeeds in helping pre-service, novice, and more experienced teachers to understand the essential components necessary to create and deliver impactful physical education programs within their school or organization. Through its use of engaging learning experiences found in each chapter, this text is ideal for use across various physical education teacher courses and teacher professional development programs. Written for an international audience, Building Effective Physical Education Programs acknowledges both the similarities and differences of physical education programs from country to country. International case studies are included to further illustrate worldwide practices. This text is appropriate for the student who is interested in the field of physical education as well as the seasoned professional with years of experience. Key Features: Learning Experience boxes help readers apply knowledge gained from the text to real-world practice by utilizing activities and critical-thinking questions to drive comprehension. An international perspective on physical education provides a global viewpoint and gives students a broad context for different program types A focus on current trends and issues makes this text relevant and timely Ancillaries provide instructors with the tools to implement a successful physical education teacher education course. Instructor resources include: Instructor's Manual, Test Bank and PowerPoint presentations Student resources include: Companion website and Student Study Guide
Interactive Sound and Music: Beyond Pressing Play provides an accessible exploration into the aesthetics of interactive audio, using examples from video games, experimental music, and participatory theatre and sound installations. Offering a practitioner’s perspective, the book places interactive sound and music within a broader aesthetic context relating to key texts and discussion within musicology and wider art practices. Each chapter takes the reader through a key debate surrounding interactive sound and music, such as: Is it actually interactive and does it actually matter? How do audience expectations change in an interactive space? How do you compose for multiple possibilities? Is interactive sound and music ever finished? Where now for interactive sound and music? Supported by a series of questions at the end of each chapter that can be used as a focus for seminar or reading group activities, this is an ideal textbook for students on audio engineering, music technology, and game audio courses, as well as an essential guide for anyone interested in interactive sound and music.
The way students learn changes when they have access to digital tools. The Digital Classroom demonstrates that using technology to enhance students’ learning is not dependent on a specific learning management system or software – it is about changing the pedagogy with the help of an arsenal of useful tools and methods. This practical book introduces easy to use methods to all teachers in digital classrooms with the intention to make it simple, accessible, and achievable for everyone. It is not only about the tools, and the how and why, but also about changing the pedagogy making the learning more relevant to the students. When you open the classroom to the rest of the world, the teacher becomes more important than ever. Topics in the book include: Technology and deeper learning Social media in the global classroom Building a personal learning network The flipped classroom and cooperative learning The use of iPads in primary and middle school Teaching with videogames Special education Digital citizenship Digital tools can play a key role in making learning happen and what the teachers know about the use of technology is key. The Digital Classroom will be of great interest to teachers and trainee teachers who wish to develop their digital competency by using the book as part of their professional learning.
Based on years of teaching experience, this book provides a wealth of demonstrations, examples, projects and course plans for teachers of statistics courses at all levels. It also includes hints on how to organize and motivate student groups.
Therapeutic Recreation Leadership and Programming arms students with the information they need to succeed as therapeutic recreation specialists. They'll learn the practical aspects of the profession and develop a leadership mind-set. The book focuses on day-to-day tasks of the TRS and integrates ethical considerations into each aspect of the job.
The creation of this book came out of a task I was given to host a D&D game for kids at a convention. In my quest to create this event I found that there was no true D&D game for young kids. So I decided to create one, I hope after you read and play you are inspired to create your own quest.
The creation of this book came out of a task I was given to host a D&D game for kids at a convention. In my quest to create this event I found that there was no true D&D game for young kids. So I decided to create one, I hope after you read and play you are inspired to create your own quest. Now with new cover art
Psychology 2ed will support you to develop the skills and knowledge needed for your career in psychology and within the professional discipline of psychology. This book will be an invaluable study resource during your introductory psychology course and it will be a helpful reference throughout your studies and your future career in psychology. Psychology 2ed provides you with local ideas and examples within the context of psychology as an international discipline. Rich cultural and indigenous coverage is integrated throughout the book to help your understanding. To support your learning online study tools with revision quizzes, games and additional content have been developed with this book.
Learn How to Create Immersive Virtual Environments Written by an award-winning designer with 20 years of experience designing virtual environments for television and online communities, Virtual World Design explores the intertwining disciplines of 2D graphics, 3D models, lighting, sound, and storytelling. It illustrates how these disciplines come together by design in the creation of an accessible virtual environment for teaching, research, and entertainment. The book gives anyone the tools and techniques to design virtual environments that support their message and are accessible by all. With 200 illustrations and 12 step-by-step projects, the book delivers hours of creative challenges for people working in public virtual worlds or on private grids. Using the modular components available for download on the author’s website, readers learn by building such things as a virtual classroom, an "all-access" terrain, and a sound-based game. This book can be the foundation for class work in distance learning, simulation, and other learning technologies that use virtual environments. It shows both novices and advanced users how 3D composition, color, lighting, and sound design are used in the creation of an immersive virtual environment.
Middle school students work together through 61 Cooperative Learning Activities to complete creative assignments in small or large groups. These fun activities stimulate critical thinking and writing skills. Perfect for small or large groups 61 activities in 5 units: All About You, All About School, All About the Past and Present, All About the Mass Media, and All About This, All About That Support material includes detailed lesson plans, student directions, and step-by-step guidance See other Cooperative Learning Activities titles
To create a classroom where first encounters with literacy are playful and exploratory - not formal and separate from the child's world - this book spills out a rich cascade of ideas in four areas: making the classroom a print-rich learning environment, including print in daily activities, practicing literacy through art activities and dramatic play, and recasting the teacher's role into spectator, advisor, resource, and scribe. Hundreds of ideas support these goals. Grades preK-2. Suggested resources. Illustrated. Good Year Books. 204 pages. Second Edition.
Learn how to create compelling game storylines. Four experienced narrative designers from different genres of game development have banded together to create this all-inclusive guide on what it's like to work as a writer and narrative designer in the video game industry. From concept to final testing, The Game Narrative Toolbox walks readers through what role a narrative designer plays on a development team and what the requirements are at every stage of development. Drawing on real experiences, authors Tobias Heussner, Toiya Kristen Finley, PhD, Ann Lemay, and Jennifer Brandes Hepler provide invaluable advice for writing compelling player-centered stories and effective dialogue trees to help readers make the switch from writing prose or screenplay to interactive. Thoroughly revised, the Second Edition includes updated content reflecting the industry’s latest developments. In addition to revised and updated chapters, this new edition features two additional chapters covering more advanced topics that are applicable to the lessons learned from the original chapters. Accompanying every chapter are exercises that allow the reader to develop their own documentation, outlines, and game-dialogue samples for use in applying for industry jobs or developing independent projects.
Designed for counselors, school psychologists and others, this practical handbook offers creative, useful interventions for problems children and adolescents commonly experience.
The Amazing Secrets of the Phrases We Use Everyday Phraseology is the ultimate collection of everything you never knew about the wonderful phrases found in the English language. It contains information about phrase history and etymology; unusual, lost, or uncommon phrases; how phrases are formed; and more than 7,000 facts about common English phrases. Practical enough to be used as a reference book but so fun that every book lover will want to read it straight through, Phraseology contains such engrossing tidbits as: ACROSS THE BOARD is an allusion to the board displaying the odds in a horse race ARTESIAN WELL gets its name from Artois, where such wells were first made BEST MAN originated in Scotland, where the groom kidnapped his bride with the aid of friends, including the toughest and bravest - the best man.
This survey of 15 successful small businesses in northern Alberta, the Yukon and Northwest Territories analyzes the activities, structure, finances and prospects of each, using the personal accounts of the owners, many of them native people.
The most popular form of entertainment for children's birthday parties is games, games and more games. But, if the thought of playing another round of musical chairs or pin-the-tail-on-the-donkey makes you want to beg and plead with your child to settle for a party away from home, don't get on your knees just yet. Instead, take a look at these new exciting games for children to enjoy. Your guests will be pleasantly surprised when you introduce contemporary games that are fun and easy to learn. Each game outlines the following: age range, game time for eight players, materials needed, preparation, how to play and suggestions for low-cost prizes. Also included is a storytelling introduction to lead the children into the explanation of the rules for the game. Entertaining your guests with the games and activities in this book will enable you to personally experience the joy of celebrating with your child.
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