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303 Tween Approved Exercises and Active Games

303 Tween Approved Exercises and Active Games Author Kimberly Wechsler
ISBN-10 9780897936200
Release 2013-07-30
Pages 142
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Presents exercises and activities that are both effective and fun for young people, including muscle strengthening, balance, meditation, and sports performance building exercises.



303 Kid Approved Exercises and Active Games

303 Kid Approved Exercises and Active Games Author Kimberly Wechsler
ISBN-10 1630266671
Release 2013-07-30
Pages 144
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With game consoles and the Internet, children are playing as much as they always have?but now, they sit still while doing it. Kids spend as much time watching TV, using computers, and playing video games as they spend in school each week. One in every three kids in America is considered overweight or obese, and the number one concern that parents bring up to pediatricians is keeping kids fit. Half of all children are not physically active enough for the development of a healthy cardiovascular system. 303 Kid-Approved Exercises and Active Games helps 6-8 year old kids get off their chairs with fun and age-appropriate exercises. Exercise for children must be fun. These exercises have been used for personal training sessions, kids fitness classes, kids fitness camps, birthday parties and in schools; they have all been ?Kid-Approved!”. Kimberley Wechsler, a specialist in Kid's Fitness, took into account the fundamental attributes of being a child while developing these exercises. Children have specific physiologic differences that make them unique. They grow, mature, and develop skills at different ages, so what may be skill appropriate for one child could be harmful for another child. These exercises reflect the emotional, social, physical level of this age group. At this age, children feel confident with the basic skill of fitness and are now ready to be challenged to more complex moves. They are now at the skill level in which physical challenges like balance, muscle building, hand-eye, hand-foot coordination, increasing challenges for their fine and gross motor skills, and functional training can be more added. They are growing in their intellectual and emotional processes as well, which now allows this age group to follow and understand simple rules of a sport. They are also introduced to the concept of friendly competition and sports fitness. Children also enjoy using their imagination and fantasy, so exercises require the use of their imagination. There are games and fitness challenges that require kids to take an active role in learning new skills, and there are introductions to new sports. Kids still enjoy outside participation so families, friends, educators and counselors can participate in all of the 303 activities. Kids at this age can't seem to sit still--their minds are always thinking and their bodies are always moving. Children have short attention spans, so most of the activities can be played within a 15 minute period of time and many choices are offered throughout the book. 303 Kid-Approved Exercises and Active Games supports children's energy and directs it in a positive way; the activities take advantage of a child's natural tendency to be active with unstructured or free play. 303 Kid-Approved Exercises and Active Games develops intellectual, emotional, and social skills for children, all the while promoting an active and healthy lifestyle.



201 Games for the Elementary Physical Education Program

201 Games for the Elementary Physical Education Program Author Jerry D. Poppen
ISBN-10 0130420611
Release 2002
Pages 232
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Here is a unique collection of competitive and cooperative games for the elementary physical education teacher. These games maximize participation and minimize failure for all players, have specific learnging objectives and fit into a broad-based physical education programs.



101 Circus Games for Children

101 Circus Games for Children Author Paul Rooyackers
ISBN-10 9780897935166
Release 2009
Pages 133
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Presents over one hundred activities and games for children ages four to twelve relating to the many jobs in the circus, with each game indicating the time, effort, and skill development provided.



101 More Dance Games for Children

101 More Dance Games for Children Author Paul Rooyackers
ISBN-10 0897933834
Release 2003
Pages 160
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Filled with dance games that the whole classroom or family can play and learn from, this book collects noncompetitive activities that reward children for their involvement, encourage them to use their imagination, and show them how to express their feelings without using words. Illustrations.



Biomimetic and Biohybrid Systems

Biomimetic and Biohybrid Systems Author Nathan F. Lepora
ISBN-10 9783642398025
Release 2013-07-01
Pages 463
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This book constitutes the refereed proceedings of the second International Conference on Biomimetic and Biohybrid Systems, Living Machines 2013, held in London, UK, in July/August 2013. The 65 revised full papers presented were carefully reviewed and selected from various submissions. The papers are targeted at the intersection of research on novel live-like technologies inspired by scientific investigation of biological systems, biomimetics, and research that seeks to interface biological and artificial systems to create biohybrid systems



101 Dialogues Sketches and Skits

101 Dialogues  Sketches and Skits Author Paul Rooyackers
ISBN-10 0897936779
Release 2014
Pages 144
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101 Dialogues, Sketches & Skits: Instant Theater for Teens & Tweens is a collection of short theater dialogues that can be performed on the spot. Each dialogue is introduced with suggested interpretations for the performers. Written primarily for drama teachers working with students ranging in age from 12 to 18 years old, the sketches and skits can also be used in many other middle and high school classrooms as well as by professional and non-professional theater-training groups of any age. 101 Dialogues, Sketches & Skits is part of the SmartFun Activity series from Hunter House which includes over 25 titles that have sold more than 200,000 copies to date. These books encourage imagination, social interaction, and self-expression in children. To make the books easy to use, games are organized according to the skills they develop and then further marked with icons that highlight appropriate age levels, times of play, and group size. Most games are non-competitive, few requires props or equipment, and none require special skills or training. The series is widely used in homes, schools, daycare centers, clubs, and summer camps. A family full of drama experts, authors Paul Rooyackers, his son Bor, and daughter-in-law Liesbeth Mende have created a book that will be fun for teenagers and their teachers. The authors know a good dialogue when they see one. Paul Rooyackers is a well-known dance and drama teacher with over 20 years experience in children's education, including youth work and creative therapy. Bors Rooyackers, is a well-known actor, director, cabaret performer and stand-up comedian. Liesbeth Mende, is an author and a teacher of creative writing and play writing. Teachers will appreciate the practical tips and suggestions for ways to use the dialogues to teach acting and storytelling while also maximizing entertainment value. Each dialogue centers around a theme related to teenage life: falling in love, arguing, gossiping, pets, food, parents, joking, clothes, hobbies, and movies to name just a few. Students will get so much more out of these dialogues than just acting practice. These dialogues have been designed with improving students' overall academic performance — and enjoyment of school — as a priority. The dialogues also stimulate student's creativity and problem solving abilities. In this book the stories around the dialogues are omitted, giving students free rein to interpret them. As the authors explain in the Introduction,“In a dialogue you can count on the fact the the person speaking has a message to convey. This is very important to remember as a reader/actor. Why is my message? What am I really saying here? Every sentence contains a message, however futile it may sound.” Using performing arts activities such as the ones in this book in schools boosts literacy, cultivates curiosity, and has been shown to improve school attendance. In 2005, students involved in drama performance outscored the national average SAT score by 35 points on the verbal portion and 24 points on the math section. These one hundred and one snappy dialogues — short and long, serious and funny, simple and complex, absurd and realistic — make for instant, entertaining two-performer theater. These simple dialogues can be practiced and performed with a minimum of preparation or experience. And 101 Dialogues, Sketches & Skits isn't just a collection of dialogues. The introductory chapters give general recommendations for how to use dialogues as a teaching tool, and each dialogue is accompanied by expert guidance on how to make the most of it. With this book in the classroom, teachers and students alike will be having fun and learning.



P E Games Activities Kit for Grades 6 12

P E  Games   Activities Kit for Grades 6 12 Author Ken Lumsden
ISBN-10 UVA:X004591779
Release 2000-12-01
Pages 476
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Packed with over 250 easy-to-use games and activities, this resource puts new interest, excitement, and challenge into the secondary P.E. program. Players of all abilities are helped to experience success, self-confidence, and enthusiasm in physical activity. Organized into 36 different sports.



Programming Interactivity

Programming Interactivity Author Joshua Noble
ISBN-10 9781449311445
Release 2012-01-23
Pages 704
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Looks at the techniques of interactive design, covering such topics as 2D and 3D graphics, sound, computer vision, and geolocation.



Mobile Computing Applications and Services

Mobile Computing  Applications  and Services Author Petros Zerfos
ISBN-10 9783642126079
Release 2010-06-08
Pages 406
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This proceedings volume includes the full research papers presented at the First Int- national Conference on Mobile Computing, Applications, and Services (MobiCASE) held in San Diego, California, during October 26-29, 2009. It was sponsored by ICST and held in conjunction with the First Workshop on Innovative Mobile User Inter- tivity (WIMUI). MobiCASE highlights state-of-the-art academic and industry research work in - main topics above the OSI transport layer with an emphasis on complete end-to-end systems and their components. Its vision is largely influenced by what we see in the consumer space today: high-end mobile phones, high-bandwidth wireless networks, novel consumer and enterprise mobile applications, scalable software infrastructures, and of course an increasingly larger user base that is moving towards an almost a- mobile lifestyle. This year's program spanned a wide range of research that explored new features, algorithms, and infrastructure related to mobile platforms. We received submissions from many countries around the world with a high number from Europe and Asia in addition to the many from North America. Each paper received at least three in- pendent reviews from our Technical Program Committee members during the Spring of 2009, with final results coming out in July. As a result of the review process, we selected 15 high-quality papers and complemented them with six invited submissions from leading researchers, reaching the final count of 21 papers in the program.



303 Preschooler Approved Exercises and Active Games

303 Preschooler Approved Exercises and Active Games Author Kimberly Wechsler
ISBN-10 9780897936187
Release 2013-07-30
Pages 140
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"303 Preschooler-Approved Exercises and Active Games is written specifically for children ages 2-5 years old. In the Building Blocks of Fitness section, each fitness and sport skill is taught in different stages. This allows teachers, counselors, or parents to teach their preschooler a skill that sets the foundation of a more difficult skill; the next level adds a new and more complex element. By doing this, the preschool child will be safe and will feel confident about themselves.hrough creative physical activities and easy-to-follow guidelines, this book will teach families how to navigate their dynamic and hectic lifestyles into a healthy and active lifestyle. Being physically active is an invaluable gift for a child, a gift that keeps on giving even into adulthood"--



Making Embedded Systems

Making Embedded Systems Author Elecia White
ISBN-10 9781449320584
Release 2011-10-25
Pages 330
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Interested in developing embedded systems? Since they don’t tolerate inefficiency, these systems require a disciplined approach to programming. This easy-to-read guide helps you cultivate a host of good development practices, based on classic software design patterns and new patterns unique to embedded programming. Learn how to build system architecture for processors, not operating systems, and discover specific techniques for dealing with hardware difficulties and manufacturing requirements. Written by an expert who’s created embedded systems ranging from urban surveillance and DNA scanners to children’s toys, this book is ideal for intermediate and experienced programmers, no matter what platform you use. Optimize your system to reduce cost and increase performance Develop an architecture that makes your software robust in resource-constrained environments Explore sensors, motors, and other I/O devices Do more with less: reduce RAM consumption, code space, processor cycles, and power consumption Learn how to update embedded code directly in the processor Discover how to implement complex mathematics on small processors Understand what interviewers look for when you apply for an embedded systems job "Making Embedded Systems is the book for a C programmer who wants to enter the fun (and lucrative) world of embedded systems. It’s very well written—entertaining, even—and filled with clear illustrations." —Jack Ganssle, author and embedded system expert.



Smart Things

Smart Things Author Mike Kuniavsky
ISBN-10 0080954081
Release 2010-09-14
Pages 336
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The world of smart shoes, appliances, and phones is already here, but the practice of user experience (UX) design for ubiquitous computing is still relatively new. Design companies like IDEO and frogdesign are regularly asked to design products that unify software interaction, device design and service design -- which are all the key components of ubiquitous computing UX -- and practicing designers need a way to tackle practical challenges of design. Theory is not enough for them -- luckily the industry is now mature enough to have tried and tested best practices and case studies from the field. Smart Things presents a problem-solving approach to addressing designers' needs and concentrates on process, rather than technological detail, to keep from being quickly outdated. It pays close attention to the capabilities and limitations of the medium in question and discusses the tradeoffs and challenges of design in a commercial environment. Divided into two sections, frameworks and techniques, the book discusses broad design methods and case studies that reflect key aspects of these approaches. The book then presents a set of techniques highly valuable to a practicing designer. It is intentionally not a comprehensive tutorial of user-centered design'as that is covered in many other books'but it is a handful of techniques useful when designing ubiquitous computing user experiences. In short, Smart Things gives its readers both the "why" of this kind of design and the "how," in well-defined chunks. Tackles design of products in the post-Web world where computers no longer have to be monolithic, expensive general-purpose devices Features broad frameworks and processes, practical advice to help approach specifics, and techniques for the unique design challenges Presents case studies that describe, in detail, how others have solved problems, managed trade-offs, and met successes



Make AVR Programming

Make  AVR Programming Author Elliot Williams
ISBN-10 1449355781
Release 2013-08-31
Pages 451
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Features intermediate and advanced projects that demonstrate the capabilities of Atmel AVR series microcontrollers.



Architecting the Internet of Things

Architecting the Internet of Things Author Dieter Uckelmann
ISBN-10 3642191576
Release 2011-04-02
Pages 353
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Many of the initial developments towards the Internet of Things have focused on the combination of Auto-ID and networked infrastructures in business-to-business logistics and product lifecycle applications. However, the Internet of Things is more than a business tool for managing business processes more efficiently and more effectively – it will also enable a more convenient way of life. Since the term Internet of Things first came to attention when the Auto-ID Center launched their initial vision for the EPC network for automatically identifying and tracing the flow of goods within supply-chains, increasing numbers of researchers and practitioners have further developed this vision. The authors in this book provide a research perspective on current and future developments in the Internet of Things. The different chapters cover a broad range of topics from system design aspects and core architectural approaches to end-user participation, business perspectives and applications.



Entertainment Computing ICEC 2009

Entertainment Computing    ICEC 2009 Author Stéphane Natkin
ISBN-10 3642040535
Release 2009-09-07
Pages 341
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This book constitutes the thoroughly refereed proceedings of the 8th International Conference on Entertainment Computing, ICEC 2009, held in Paris, France, in September 2009, under the auspices of IFIP. The 14 revised long papers, 19 short papers and 23 poster papers and demos presented were carefully reviewed and selected from 105 submissions for inclusion in the book. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science.



Arduino for Musicians

Arduino for Musicians Author Brent Edstrom
ISBN-10 9780199309313
Release 2016-04-22
Pages 456
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Arduino, Teensy, and related microcontrollers provide a virtually limitless range of creative opportunities for musicians and hobbyists who are interested in exploring "do it yourself" technologies. Given the relative ease of use and low cost of the Arduino platform, electronic musicians can now envision new ways of synthesizing sounds and interacting with music-making software. In Arduino for Musicians, author and veteran music instructor Brent Edstrom opens the door to exciting and expressive instruments and control systems that respond to light, touch, pressure, breath, and other forms of real-time control. He provides a comprehensive guide to the underlying technologies enabling electronic musicians and technologists to tap into the vast creative potential of the platform. Arduino for Musicians presents relevant concepts, including basic circuitry and programming, in a building-block format that is accessible to musicians and other individuals who enjoy using music technology. In addition to comprehensive coverage of music-related concepts including direct digital synthesis, audio input and output, and the Music Instrument Digital Interface (MIDI), the book concludes with four projects that build on the concepts presented throughout the book. The projects, which will be of interest to many electronic musicians, include a MIDI breath controller with pitch and modulation joystick, "retro" step sequencer, custom digital/analog synthesizer, and an expressive MIDI hand drum. Throughout Arduino for Musicians, Edstrom emphasizes the convenience and accessibility of the equipment as well as the extensive variety of instruments it can inspire. While circuit design and programming are in themselves formidable topics, Edstrom introduces their core concepts in a practical and straightforward manner that any reader with a background or interest in electronic music can utilize. Musicians and hobbyists at many levels, from those interested in creating new electronic music devices, to those with experience in synthesis or processing software, will welcome Arduino for Musicians.