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180 Creative Ideas for Getting Students Involved Engaged and Excited

180 Creative Ideas for Getting Students Involved  Engaged  and Excited Author McGraw-Hill Education
ISBN-10 9780071436014
Release 2003-08-22
Pages 320
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From the editors of The Teacher's Calendar and Chase's Calendar of Events comes an indispensable classroom resource for educators of grades K-8. Here are 180 lesson plan supplements--one for each day of the school year--that will give teachers ready access to an abundance of practical, do-able activities and listings of very helpful resources to enrich lessons and encourage student participation. Ideas are presented chronologically by month, but are also keyed by subject area (math, science, language arts, etc.) for maximum ease of use.



180 Creative Ideas for Getting Students Involved Engaged and Excited

180 Creative Ideas for Getting Students Involved  Engaged  and Excited Author McGraw-Hill Staff
ISBN-10 OCLC:958563575
Release 2000
Pages
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180 Creative Ideas for Getting Students Involved Engaged and Excited has been writing in one form or another for most of life. You can find so many inspiration from 180 Creative Ideas for Getting Students Involved Engaged and Excited also informative, and entertaining. Click DOWNLOAD or Read Online button to get full 180 Creative Ideas for Getting Students Involved Engaged and Excited book for free.



Level Up Your Classroom

Level Up Your Classroom Author Jonathan Cassie
ISBN-10 9781416622055
Release 2016-06-28
Pages 180
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In this lively and practical book, seasoned educator Jonathan Cassie shines a spotlight on gamification, an instructional approach that’s revolutionizing K–12 education. Games are well known for their ability to inspire persistence. The best ones feature meaningful choices that have lasting consequences, reward experimentation, provide a like-minded community of players, and gently punish failure and encourage risk-taking behavior. Players feel challenged, but not overwhelmed. A gamified lesson bears these same hallmarks. It is explicitly gamelike in its design and fosters perseverance, creativity, and resilience. Students build knowledge through experimentation and then apply what they’ve learned to fuel further exploration at higher levels of understanding. In this book, Cassie covers * What happens to student learning when it is gamified. * Why you might want to gamify instruction for your students. * The process for gamifying both your classroom and your lessons. If you want to see your students engaged, motivated, and excited about learning, join Jonathan Cassie on a journey that will add a powerful new set of ideas and practices to your teaching toolkit. The gamified classroom—an exciting new frontier of 21st century learning—awaits you and your students. Will you answer the call?



Leadership

Leadership Author Brenda Herchmer
ISBN-10 1462064000
Release 2012-01-12
Pages 316
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If communities are to tackle complex issues and support the transformational change needed for an uncertain future, a new and different kind of leadership is required. This book provides the practical how-to for making it a reality. Presented as six competencies for community leadership, each is expanded with indicators and stories illustrating what can be done to ensure active, creative, engaged communities. A must-read for anyone who cares and wants to make a difference in their community.



JSL Vol 24 N3

JSL Vol 24 N3 Author JOURNAL OF SCHOOL LEADERSHIP
ISBN-10 9781475812534
Release 2014-05-22
Pages 162
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The Journal of School Leadership is broadening the conversation about schools and leadership and is currently accepting manuscripts. We welcome manuscripts based on cutting-edge research from a wide variety of theoretical perspectives and methodological orientations. The editorial team is particularly interested in working with international authors, authors from traditionally marginalized populations, and in work that is relevant to practitioners around the world. Growing numbers of educators and professors look to the six bimonthly issues to: deal with problems directly related to contemporary school leadership practice teach courses on school leadership and policy use as a quality reference in writing articles about school leadership and improvement.



Teaching Physical Education Creatively

Teaching Physical Education Creatively Author Angela Pickard
ISBN-10 9781317702245
Release 2014-04-24
Pages 192
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Teaching Physical Education Creatively provides knowledge and understanding in order to engage creatively with the primary Physical Education curriculum for both trainee teachers and qualified teachers. It is full of ideas for developing the teaching of dance, games, gymnastics and outdoor and adventurous activities in an innovative and engaging manner. With an emphasis on developing creative teaching processes by building from children’s curiosity, imagination and need to explore and move, it forges clear links between research and practice, and offers suggestions for developing exciting, engaging new approaches to teaching physical education. Key topics explored include: Physical Competence and Physical Literacy Creative ways to develop the teaching of dance, games, gymnastics and outdoor and adventurous activities Developing understanding of space, speed and dynamics Creative lesson planning Inclusive approaches and aspects of differentiation Teaching Physical Education Creatively presents the theory and background necessary to develop a comprehensive understanding of creative teaching and children’s learning. Packed with practical guidance and inspiration for lively, enjoyable physical education, it is an invaluable resource for undergraduate and postgraduate students in initial teacher training, practicing teachers, and undergraduate students of physical education.



Leading Innovation Creativity and Enterprise

Leading Innovation  Creativity and Enterprise Author Peter Cook
ISBN-10 9781472925404
Release 2016-02-25
Pages 256
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Drawing upon cutting edge research from academia but expressed clearly and concisely for the busy person seeking practical inspiration, Leading Innovation, Creativity and Enterprise will feature numerous case examples from companies such as Virgin, Pfizer, Roche and Fuji Film. The book deals with questions such as: What are the roots of creativity and imagination? · How can we create the physiological and mental states under which creativity happens naturally rather than having to rely on creative thinking tools? · What kind of leadership is required to make creativity and innovation business as usual behaviours in your enterprise? · What is the role of technique in engendering creativity within teams? What are the most effective and reliable recipes for team based creativity? · What ensures that creativity turns into innovation? What stops it? In exploring these questions, the book will show you how to produce and lead creative teams, as well as build an innovative company culture.



Affective and Emotional Aspects of Human Computer Interaction

Affective and Emotional Aspects of Human Computer Interaction Author M. Pivec
ISBN-10 9781607501497
Release 2006-03-02
Pages 332
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The learning process can be seen as an emotional and personal experience that is addictive and motivates learners to proactive behaviour. New research methods in this field are related to affective and emotional approaches to computer-supported learning and human-computer interactions. The major topics discussed are emotions, motivation, games and game-experience. The book is divided in three parts, part I, Game-based Learning, reflects upon the two-way interaction between game and student, thus enabling the game to react to the student’s emotional state. Having the possibility to detect and steer the emotional state of the student could have a positive impact on using digital games in education. It is claimed that some commercial computer games increase cognitive skills and may enhance multitasking abilities and the participants’ general ability to learn. Part II, Motivation and Learning, analyses whether the absence or presence of social and personal cues in the communication between a tutor and his or her students influence students’ learning and their satisfaction with the tutor and the course. The research showed that not all types of personal information are equally important and possibly pictorial information is more important than audible information. Part III, Emotions and Emotional Agents, discusses the production of learning environments which enhance the learner’s self esteem, ensure that the learner’s best interests are respected through paying attention to the narrative structures of the learner’s experience, and the ways in which communication can be enhanced through empathy with the learner.



Unbored

Unbored Author Joshua Glenn
ISBN-10 9781608197439
Release 2012-12-11
Pages 352
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Unbored is the guide and activity book every modern kid needs. Vibrantly designed, lavishly illustrated, brilliantly walking the line between cool and constructive, it's crammed with activities that are not only fun and doable but also designed to get kids engaged with the wider world. With contributions from a diverse crowd of experts, the book provides kids with information to round out their world view and inspire them to learn more. From how-tos on using the library or writing your representative to a graphic history of video games, the book isn't shy about teaching. Yet the bulk of the 350-page mega-resource presents hands-on activities that further the mission in a fun way, featuring the best of the old as well as the best of the new: classic science experiments, crafts and upcycling, board game hacking, code-cracking, geocaching, skateboard repair, yarn-bombing, stop-action movie-making-plus tons of sidebars and extras, including trivia, best-of lists, and Q&As with leading thinkers whose culture-changing ideas are made accessible to kids for the first time. Just as kids begin to disappear into their screens, here is a book that encourages them to use those tech skills to be creative, try new things, and change the world. And it encourages parents to participate. Unbored is exciting to read, easy to use, and appealing to young and old, girl and boy. Parents will be comforted by its anti-perfectionist spirit and humor. Kids will just think it's awesome. Contributors include Mark Frauenfelder of MAKE magazine; Colin Beavan, the No Impact Man; Douglas Rushkoff, renowned media theorist; Geoff Manaugh, author of BLDGBLOG; John Edgar Park, a CG supervisor at DisneyToon Studios; and Jean Railla, founder of GetCrafty.com and Etsy consultant.



Visual Guide to Third Grade

Visual Guide to Third Grade Author Thinking Kids
ISBN-10 9781483833248
Release 2016-03-07
Pages 192
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The Visual Guide to Third Grade uses bold infographics to present fascinating facts about rainbows, health, nutrition, the moon, hydroelectric power, aviation, and more. Infographics allow students to complete creative challenges while building math, writing, and data-collection skills. --When information is presented visually, children are more likely to understand and remember it. The Visual Guide to Third Grade uses infographics to grab young learners' attention with an exciting visual learning technique. Infographics simplify complex information by highlighting key ideas and connections with colorful charts, pictures, and graphs. The perfect at-home resource, this cross-curricular workbook provides comprehension questions, writing prompts, and creative challenges to keep your child engaged in the learning process. --Grade-specific and high-interest, the Visual Guide series offers a unique collection of infographics that teach language arts, math, social studies, and science. Your child will grow as a critical thinker; make strides toward learning independently; and improve skills with text, numbers, and data. A way of learning that appeals to todayÕs youth, the Visual Guide series focuses on building the 21st century skills that lead to school success.



Practical Puppetry A Z

Practical Puppetry A Z Author Carol R. Exner
ISBN-10 9780786415168
Release 2005-08-25
Pages 279
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Puppetry is an exciting, flexible, malleable art form that can engage the creative forces of children or adults. Puppets can not only tell a story, they can be used to enhance the curriculum, present an idea or a concept in a compelling way, or teach any number of necessary skills. Children and adults presenting a puppet play are given a sense of their own inventive power. This reference work offers an A to Z view of working with puppets. It covers everything from the basic strategies of advertising and marketing puppet productions, to assembling the puppets out of household materials such as paper bags, cereal boxes, or gloves, to the more elaborate sculpting of armatures. Stages, curtains and props are also discussed along with the history of puppetry. Numerous illustrations give a visual of many of the finished products. This work concludes with an annotated bibliography and index.



All Aboard Grade K

All Aboard   Grade K Author
ISBN-10 9781624424953
Release 2013-01-02
Pages 256
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Engage young learners and encourage them to think outside the box with All Aboard! from the Fun Time Activities series. This workbook provides exciting learning activities that help children build fine-motor skills, letter and number recognition, color recognition, and creative thinking. Each book in this series has 12 sections which include the Alphabet, Numbers, Colors, Games, Shapes, Matching, Same and Different, Mazes, Puzzles, Hidden Pictures, Drawing, and Cutting. Also includes 16 pages of tear-out flash cards in the back of each book to provide even more learning fun. Children will have fun creating ideas of their own, while the activities reinforce essential skills in a fun way.



Beyond Choices

Beyond Choices Author Miguel Sicart
ISBN-10 9780262019781
Release 2013-09-06
Pages 180
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Today's blockbuster video games -- and their never-ending sequels, sagas, and reboots -- provide plenty of excitement in high-resolution but for the most part fail to engage a player's moral imagination. In Beyond Choices, Miguel Sicart calls for a new generation of video and computer games that are ethically relevant by design. In the 1970s, mainstream films -- including The Godfather, Apocalypse Now, Raging Bull, and Taxi Driver -- filled theaters but also treated their audiences as thinking beings. Why can't mainstream video games have the same moral and aesthetic impact? Sicart argues that it is time for games to claim their place in the cultural landscape as vehicles for ethical reflection. Sicart looks at games in many manifestations: toys, analog games, computer and video games, interactive fictions, commercial entertainments, and independent releases. Drawing on philosophy, design theory, literary studies, aesthetics, and interviews with game developers, Sicart provides a systematic account of how games can be designed to challenge and enrich our moral lives. After discussing such topics as definition of ethical gameplay and the structure of the game as a designed object, Sicart offers a theory of the design of ethical game play. He also analyzes the ethical aspects of game play in a number of current games, including Spec Ops: The Line, Beautiful Escape: Dungeoneer, Fallout New Vegas, and Anna Anthropy's Dys4Ia. Games are designed to evoke specific emotions; games that engage players ethically, Sicart argues, enable us to explore and express our values through play.



The Athenaeum

   The    Athenaeum Author
ISBN-10 ONB:+Z259087705
Release 1853
Pages
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The Athenaeum has been writing in one form or another for most of life. You can find so many inspiration from The Athenaeum also informative, and entertaining. Click DOWNLOAD or Read Online button to get full The Athenaeum book for free.



The Athen um

The Athen  um Author
ISBN-10 UIUC:30112042709599
Release 1853
Pages
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The Athen um has been writing in one form or another for most of life. You can find so many inspiration from The Athen um also informative, and entertaining. Click DOWNLOAD or Read Online button to get full The Athen um book for free.



Loose Parts

Loose Parts Author Lisa Daly
ISBN-10 9781605542751
Release 2014-10-06
Pages 232
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Use loose parts to spark children's creativity and innovation Loose parts are natural or synthetic found, bought, or upcycled materials that children can move, manipulate, control, and change within their play. Alluring and captivating, they capture children's curiosity, give free reign to their imagination, and motivate learning. The hundreds of inspiring photographs showcase an array of loose parts in real early childhood settings. And the overviews of concepts children can learn when using loose parts provide the foundation for incorporating loose parts into your teaching to enhance play and empower children. The possibilities are truly endless.



The Illustrated London News

The Illustrated London News Author
ISBN-10 STANFORD:36105020004789
Release 1858
Pages
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The Illustrated London News has been writing in one form or another for most of life. You can find so many inspiration from The Illustrated London News also informative, and entertaining. Click DOWNLOAD or Read Online button to get full The Illustrated London News book for free.