A straightforward entry to understanding crucial components of phonological literacy, this essential text explains the theoretical and practical rationale for teaching connected speech (CS) and offers useful pedagogical applications. Brown and Crowther describe the basic phonemes (including consonants, vowels, and diphthongs) of spoken North American English and examine word stress, utterance stress, and timing, as they are related to CS. With accessible, non-technical language, the authors show how phoneme variations, simple transitions, dropping sounds, inserting sounds, and changing sounds operate, and how CS is integral to English language teaching, especially for developing non-native users’ oral English communicative ability. Each chapter features explicit discussions of pedagogical ideas targeting L2 learners, further resources, and CS-oriented exercises that are accessible and easy to implement for L2 teachers. These exercises are accompanied when relevant with recorded audio examples of CS production at www.routledge.com/9780367697570.
A straightforward entry to understanding crucial components of phonological literacy, this essential text explains the theoretical and practical rationale for teaching connected speech (CS) and offers useful pedagogical applications. Brown and Crowther describe the basic phonemes (including consonants, vowels, and diphthongs) of spoken North American English and examine word stress, utterance stress, and timing, as they are related to CS. With accessible, non-technical language, the authors show how phoneme variations, simple transitions, dropping sounds, inserting sounds, and changing sounds operate, and how CS is integral to English language teaching, especially for developing non-native users’ oral English communicative ability. Each chapter features explicit discussions of pedagogical ideas targeting L2 learners, further resources, and CS-oriented exercises that are accessible and easy to implement for L2 teachers. These exercises are accompanied when relevant with recorded audio examples of CS production at www.routledge.com/9780367697570.
The decision, in 1975, to write alone a monograph on micro tubules was not without risks. While I was familiar from its start in Brussels in 1934 with the work on col chicine and other mitotic poisons, the literature on microtubules was, 8 years ago, already increasing at an impressive rate. However, this monograph, which, contrary to other works on microtubules, tried to cover the whole field of research, from the fundamentals of the tubulin molecule and the possible role of these organelles in some aspects of human pathology, to some medical applications of microtubule poisons, has been accepted as a useful tool for workers in these fields. Since 1976, (date of the last references mentioned in the monograph) until the middle of 1983, papers on microtubule research have literally been pouring in, at the rate of several hundred a year. This may justify a second edition, although the considerable difficulties in keeping the size of the book within the same limits while not forgetting to mention some important work, could not be overlooked. The need for an entirely revised and rewritten edition prompted this new venture and was possible with the help of the considerable amount of reprints kindly sent to me day after day over the years. This work would have been unthinkable if the author had not maintained the same enthusiasm for microtubule research, which has been disclosing new facts every day.
In this fun and informative YA Non-fiction title, Dustin Hansen, author of Game On!, a self-confessed video game addict with over 20-years experience in the gaming industry, examines the storytelling skills shown in some of the most beloved and moving games of all time. We all know that video games are fun, but can a video game make you cry? Can it tell you a powerful love story? Can a video game make you think differently about war? About the environment? About the choices you make? Whether it's playing through blockbuster-esque adventures (Uncharted, God of War, The Last of Us), diving deep into hidden bits of story and lore (Red Dead Redemption II, Bioshock, Journey) or building relationships that change the fate of the world itself (Persona 5, Undertale), video games are bringing stories to life in ways that are immediate, interactive and immersive. Focusing on some of the best, most memorable, experiences in gaming, The Greatest Stories Ever Played, examines the relationship between gaming and storytelling in a new way.
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