Inspire your teaching with Key Stage 3 English Anthology: Myths and Legends, a themed anthology for Year 7. Featuring myths such as The Odyssey and legends such as King Arthur, this Anthology guides students through fiction, non-fiction and poetry, encouraging them to connect with a variety of texts to gain a thorough understanding of the context and literary techniques underpinning each piece. Each extract is supported by Teaching and Learning Resources, including quizzes, lesson plans and PowerPoint slides to help you implement the content of the book. Each extract includes: - A context panel to provide key information to set the scene of each myth - Glossaries and annotations to help students work through each extract confidently - Look closer: key questions for students to consider as they work through the extracts - Now try this: writing and speaking activities to encourage students to get creative and actively engage with the text - Fast finisher tasks to support students who race ahead - A practice question to familiarise students with the command words they will see at GCSE
A historian of military intelligence presents a revelatory account of ancient Greek battle tactics, including the use of espionage and irregular warfare. There are two images of warfare that dominate Greek history. The better known is that of Achilles, the Homeric hero skilled in face-to-face combat and outraged by deception on the battlefield. The alternative model, also taken from Homeric epic, is Odysseus, ‘the man of twists and turns’ who saw no shame in winning by stealth, surprise or deceit. It is common for popular writers to assume that the hoplite phalanx was the only mode of warfare used by the Greeks. The fact is, however, that the use of spies, intelligence gathering, ambush, and surprise attacks at dawn or at night were also a part of Greek warfare. While such tactics were not the supreme method of defeating an enemy, they were routinely employed when the opportunity presented itself.
The Multiplayer Classroom: Game Plans is a companion to The Multiplayer Classroom: Designing Coursework as a Game, now in its second edition from CRC Press. This book covers four multiplayer classroom projects played in the real world in real time to teach and entertain. They were funded by grants or institutions, collaborations between Lee Sheldon, as writer/designer, and subject matter experts in various fields. They are written to be accessible to anyone--designer, educator, or layperson--interested in game-based learning. The subjects are increasingly relevant in this day and age: physical fitness, Mandarin, cybersecurity, and especially an online class exploring culture and identity on the internet that is unlike any online class you have ever seen. Read the annotated, often-suspenseful stories of how each game, with its unique challenges, thrills, and spills, was built. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than forty commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute. He is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam. For the past two years he consulted on an "escape room in a box," funded by NASA, that gives visitors to hundreds of science museums and planetariums the opportunity to play colonizers on the moon. He is currently writing his second mystery novel.
Skyy's a freak. She'll tell you so herself. Her past - a mystery. Her future - uncertain. Having spent most of her life avoiding humans in an effort to conceal her wings, she wants nothing more than to end it all, leaving behind the solitary life she's been forced to live. But numerous attempts to die have proven immortality is both a curse and a nuisance. She now lives out her days in self-imposed seclusion to stay hidden from the world. But that quiet way of life is shattered when mysterious siblings arrive and reveal a destiny which sends her running for the hills. When an earth shattering discovery is made in the Badlands, history and science collide furthering the mystery behind Skyy's past - and her future. Skyy will need to embrace her fate and confront an evil so ancient, only a miracle can keep the world from ceasing to be.
A FICTION HOUSE BOOK: DREAM WORLD was an experiment by Ziff-Davis Publishing Company and the editors of AMAZING STORIES and FANTASTIC. For three issues in 1957 it lasted before the plug was pulled on the experi-ment. We present seventeen of the stories which appeared in this fantasy magazine, along with the non-fiction features and cartoons.
First published in 1892, M. French-Sheldon's book describes her 1891 expedition that took her from the court of the Sultan of Zanzibar to the Mount Kilimanjaro region of East Africa. This narrative is accompanied by an introduction, exploring the cultural context within which this text appeared.
The Wilderness of Denali is the true report of Charles Sheldon's solitary pioneering expeditions into the subarctic country surrounding Mount McKinley, one of nature's most magnificent monuments. It was written each night by campfire during Sheldon's three years of Alaskan hunting and exploring. It is an unforgettable volume that brings to life action-filled, colorful adventures. Sheldon's love of this area led him to champion the fight for the creation of what is now enjoyed as perhaps America's most beautiful national park."--Back cover.
Joe Dolan, raised on a farm in the back woods of Pennsylvania, wearies of the farm life and sets out to find his place in the world. While working at the Space Fleet Logistics Center at Hanford Washington, The Mars Colony declares it independence and our space fleet, desperate for pilots accepts Joe as a trainee. Several years later the rebellion has been crushed and Joe has risen to Commander of the intergalactic Space Patrol. While on a routine mission he is ambushed by an unknown adversary, shot down and crashes on a planet with an ancient culture. The people of a small village near his crash site accept him as a wizard after he drives of a band of outlaws with his Magic wand, an antique long barreled Colt 45, left to him by his grandfather which he has carried with him for years for sentimental reasons. Joe befriends young Ali, a mischievous street urchin and, using their wits and Joes long barreled Colt, they manage to keep the bandits at bay. Joes unknown adversary turns out to be an alien race determined to establish a colony on the ancient planet and Joe and Ali have to devise ways to battle the aliens superior technology with cunning and ancient weapons.
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