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This title presents improvisational piecing reinvented: learn how to create your own creatively-collaged swatches of fabric in just 15 minutes a day.
New York Times best selling author Lisa Scottoline's visceral thriller, Every Fifteen Minutes, brings you into the grip of a true sociopath and shows you how, in the quest to survive such ruthlessness, every minute counts. Dr. Eric Parrish is the Chief of the Psychiatric Unit at Havemeyer General Hospital outside of Philadelphia. Recently separated from his wife Alice, he is doing his best as a single Dad to his seven-year-old daughter Hannah. His work seems to be going better than his home life, however. His unit at the hospital has just been named number two in the country, and Eric has a devoted staff of doctors and nurses who are as caring as Eric is. But when he takes on a new patient, Eric's entire world begins to crumble. Seventeen-year-old Max has a terminally ill grandmother and is having trouble handling it. That, plus his OCD and violent thoughts about a girl he likes makes Max a high risk patient. Max can't turn off the mental rituals he needs to perform every fifteen minutes that keep him calm. With the pressure mounting, Max just might reach the breaking point. When the girl is found murdered, Max is nowhere to be found. Worried about Max, Eric goes looking for him and puts himself in danger of being seen as a "person of interest" himself. Next, one of his own staff turns on him in a trumped up charge of sexual harassment. Is this chaos all random? Or is someone systematically trying to destroy Eric's life?
Greg Bottrill on ensuring continuous provision enables children′s learning through play. Supporting you to put children at the centre of practice.
Due to the rapid development of gaming technologies in recent years, there has been a surge of interest in the role that digital games can play in foreign and second language learning. Bringing together innovative research from an international team of contributors, this book provides a comprehensive overview of the use of digital games in computer-assisted language learning (CALL). The book firstly lays the theoretical foundations and outlines various rationales for using digital games, incorporating contemporary theories of second language acquisition. It also explores the development and impact of digital games designed specifically for language learning, giving due consideration to design principles, pedagogical requirements and student health. Chapters then draw on case studies from Europe and Japan to analyse in-game interaction, attitudes and participation in both institutional and out-of-classroom settings. Seamlessly combining theory with practical application, this book outlines recent developments in the field and the direction of future research, and is a valuable resource for instructors, researchers and practitioners who are designing games or looking to use them in their classrooms.