Ever since Taney was four she's known she could see things before they happened. She also knows that she must keep her gift a secret - at all costs. Teased and isolated by the local children for being strange, as Taney grows older, she has more and more questions. Why is her father so terrified of her gift? What happened to her mother? Then she meets the mysterious Billy, an outsider just as she is. Charming and attentive, Billy is the first person with whom Taney can simply be herself; with whom she can share her strange burden, and begin, instead, to feel proud of her ability. But then the visions come - lone girls attacked as they walk home at night. And as Billy begins to withdraw further into himself, Taney must ask herself who to trust - her only friend, or the visions that torment her dreams...
Donegal, 1976 When a dolphin takes up residence in Carrig Cove, Emer and her best friend, Fee, feel like they have an instant connection with it. Then Dog Cullen and his sidekick, Kit, turn up, and the four friends begin to sneak out at midnight to go down to the beach, daring each other to swim closer and closer to the creature . . . But the fame and fortune the dolphin brings to their small village builds resentment amongst their neighbours across the bay, and the summer days get longer and hotter . . . There is something wild and intense in the air. Love feels fierce, old hatreds fester, and suddenly everything feels worth fighting for. In this beautiful, epic coming-of-age novel, an old tale is rewoven as a stunning YA story by well-known Irish author/illustrator Marie-Louise Fitzpatrick.
The old Dublin Button Factory hides a secret. There, Jessie meets a boy who walks through walls but can't remember his own name, and discovers the Timecatcher, a swirling, powerful Magic, which every seven years reveals the past, both good and bad, in a jumble of days. The Timecatcher is about to open now, and there are those who will go to any lengths to control it. Jessie and her friends - both ghosts and human - must stop them, before it's too late. A fast-paced ghostly adventure, sparkling with humour and heart.
Friends can be found in all sorts of places, if your imagination is big enough-- in the yard, under the tree, by the pond. But as this handsome picture book shows, sometimes the best friend of all turns up when you least expect it.
When Mother tells her young son about a sea voyage they took some years earlier she adds, "but you were only a baby, you wouldn't remember." But, as the reader soon discovers, the boy has quite vivid memories--of increasingly hilarious goings-on that made no impression whatsoever on his amusingly oblivious mother and aunt.
?`Eatums, eatums, yum, yum, yum.? Silly Mommy. `Clip-clop, clip-clop, clip-clop.? Silly Daddy.? Beth won?t smile today. Who can cheer her up? Not Mommy, not Daddy, not Grandpa or Grandma. Not even silly Auntie Bea. Can anyone brighten Beth?s mood? Maybe big sister can save the day . . . Marie-Louise Fitzpatrick?s short, lively text and engaging illustrations make this an ideal book for even the youngest reader, and a fun one to share with a sibling.
Suzy Button is grieving. Grieving for her dead mother, but also for the friends she's left behind, the father who no longer laughs and the life that she once had. In desperation she finds herself in the garden in the middle of the night, under the light of a supermoon, wishing everything would change. And suddenly, it does. Into school walks Rhiannon, a fearless new girl who makes Suzy her instant best friend. And Rhiannon seems to make things . . . happen. If Suzy wants something, somehow Rhiannon can make it so: friends, beach parties, midnight photoshoots under a moonlit sky . . . Suzy's life is finally moving forward again. But where did Rhiannon come from? She doesn't seem to live in Sallycove. Why can't Suzy go to her house? And why does she never have any stuff? Suzy might be her best friend, but does she really know who Rhiannon is?
In 1847 an impoverished group of Choctaw Indians donated $170 for famine relief in Ireland. This book draws together the story of the Choctaw Indians and their Long March and the lives of Irish people suffering in the Great Hunger. The story is told through the eyes of 14-year-old Choona.
Suzy Button is grieving. Grieving for her dead mother, but also for the friends she's left behind, the father who no longer laughs and the life that she once had. In desperation she finds herself in the garden in the middle of the night, under the light of a supermoon, wishing everything would change. And suddenly, it does. Into school walks Rhiannon, a fearless new girl who makes Suzy her instant best friend. And Rhiannon seems to make things . . . happen. If Suzy wants something, somehow Rhiannon can make it so: friends, beach parties, midnight photoshoots under a moonlit sky . . . Suzy's life is finally moving forward again. But where did Rhiannon come from? She doesn't seem to live in Sallycove. Why can't Suzy go to her house? And why does she never have any stuff? Suzy might be her best friend, but does she really know who Rhiannon is?
Donegal, 1976 When a dolphin takes up residence in Carrig Cove, Emer and her best friend, Fee, feel like they have an instant connection with it. Then Dog Cullen and his sidekick, Kit, turn up, and the four friends begin to sneak out at midnight to go down to the beach, daring each other to swim closer and closer to the creature . . . But the fame and fortune the dolphin brings to their small village builds resentment amongst their neighbours across the bay, and the summer days get longer and hotter . . . There is something wild and intense in the air. Love feels fierce, old hatreds fester, and suddenly everything feels worth fighting for. In this beautiful, epic coming-of-age novel, an old tale is rewoven as a stunning YA story by well-known Irish author/illustrator Marie-Louise Fitzpatrick.
Ever since Taney was four she's known she could see things before they happened. She also knows that she must keep her gift a secret - at all costs. Teased and isolated by the local children for being strange, as Taney grows older, she has more and more questions. Why is her father so terrified of her gift? What happened to her mother? Then she meets the mysterious Billy, an outsider just as she is. Charming and attentive, Billy is the first person with whom Taney can simply be herself; with whom she can share her strange burden, and begin, instead, to feel proud of her ability. But then the visions come - lone girls attacked as they walk home at night. And as Billy begins to withdraw further into himself, Taney must ask herself who to trust - her only friend, or the visions that torment her dreams...
The old Dublin Button Factory hides a secret. There, Jessie meets a boy who walks through walls but can't remember his own name, and discovers the Timecatcher, a swirling, powerful Magic, which every seven years reveals the past, both good and bad, in a jumble of days. The Timecatcher is about to open now, and there are those who will go to any lengths to control it. Jessie and her friends - both ghosts and human - must stop them, before it's too late. A fast-paced ghostly adventure, sparkling with humour and heart.
In this rhythmic read-aloud, all you need is an imagination to experience the thrill of a great train ride. When a girl shouts "I can make a train noise, now!" her imagination transforms a coffee shop into a zooming train, and her words clickity-clack across the tracks and blare like a train horn. In a flash, salt shakers and ketchup bottles become skyscrapers, and the girl's voice rattles along the tracks with "I can make a train noise I can make a train noise." Her voice whistles "Nowowwwwww!" The propulsive, rhythmic text that mimics train sounds is sure to captivate all kids, pair it with gorgeously detailed artwork and you have a read-aloud like no other. Michael Emberley, is the author and artist of many acclaimed children's books, including most notably It's Perfectly Normal. Marie-Louise Fitzpatrick is one of Ireland's most distinguished illustrators of books for children. A Junior Library Guild Gold Standard Selection
Decision Making In Nursing Enables Students To Be Reflective, Critical, Flexible, And Comfortable With The Many Decisions They Will Make As A Nurse On A Daily Basis. This Text Offers Models That Nurses May Integrate Into Practice And Explores How Decisions Are Affected By Health Policy, Politics, Ethics, Legal Issues, Religion, Culture And Other Influences. Each Chapter Includes A Case Study Using A Nursing Scenario To Illustrate The Use Of A Particular Framework In An Actual Practice Setting.
“A warm and clever tale celebrating tolerance and friendship.” —School Library Journal A mother owl and her three little owlets live happily on their branch. That is, until the bat family moves in. The newfound neighbors (owls up top, bats hanging below) can’t help but feel a little wary of one another. But babies are curious little creatures, and that curiosity, along with a wild, stormy night, might just bring these two families together. With subtly and hilariously shifting facial expressions and gestures, Marie-Louise Fitzpatrick brings her accessible graphic style to a warm and ingenious wordless tale that is sure to bring smiles to readers of all ages.
Decision-Making in Nursing: Thoughtful Approaches for Leadership, Second Edition explores multiple decision-making approaches to enable nursing students and professionals to become insightful, critical, flexible, and confident decision makers in today’s complex healthcare environment. With a reflective, multidimensional approach to decision-making, it examines the ways in which history, legal and ethical issues, spirituality, culture, family, the media, economics, technology, and health policy affect the way nurses make decisions. With a greater emphasis on leadership, teamwork, and intra- and inter- professional relationships, this new edition provides nurses and students the opportunity to see themselves as leaders and feel comfortable making decisions as leaders. Important Notice: The digital edition of this book is missing some of the images or content found in the physical edition.
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