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Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.
Buying and Selling Civil War Memory explores the ways in which Gilded Age manufacturers, advertisers, publishers, and others commercialized Civil War memory. Advertisers used images of the war to sell everything from cigarettes to sewing machines; an entire industry grew up around uniforms made for veterans rather than soldiers; publishing houses built subscription bases by tapping into wartime loyalties; while old and young alike found endless sources of entertainment that harkened back to the war. Moving beyond the discussions of how Civil War memory shaped politics and race relations, the essays assembled by James Marten and Caroline E. Janney provide a new framework for examining the intersections of material culture, consumerism, and contested memory in the everyday lives of late nineteenth-century Americans. Each essay offers a case study of a product, experience, or idea related to how the Civil War was remembered and memorialized. Taken together, these essays trace the ways the buying and selling of the Civil War shaped Americans’ thinking about the conflict, making an important contribution to scholarship on Civil War memory and extending our understanding of subjects as varied as print, visual, and popular culture; finance; and the histories of education, of the book, and of capitalism in this period. This highly teachable volume presents an exciting intellectual fusion by bringing the subfield of memory studies into conversation with the literature on material culture. The volume’s contributors include Amanda Brickell Bellows, Crompton B. Burton, Kevin R. Caprice, Shae Smith Cox, Barbara A. Gannon, Edward John Harcourt, Anna Gibson Holloway, Jonathan S. Jones, Margaret Fairgrieve Milanick, John Neff , Paul Ringel, Natalie Sweet, David K. Thomson, and Jonathan W. White.
Growing Up in America offers substantial and dramatic evidence that the history of childhood has come of age. Its authors demonstrate the breadth and depth of interest, as well as high quality of work, in a field that is finally attracting the attention it deserves. Strongly influenced by new social history and its concern for the powerless and inarticulate, Growing Up in America provides illuminating insights on children from infancy to adolescence and from the colonial period to present. "The very title of this fine and enormously instructive anthology of essays makes its quiet but important point---that children grow up in a particular nation, rather than in a family or home isolated from the influence of social, cultural, political, and historical forces. . . . An admirably diverse and instructive collection." -- Georgia Historical Quarterly
To sort out who's who and what's what in the enchanting, vexing world of Barbies(R) and Ninja Turtles(R), Tinkertoys(R) and teddy bears, is to begin to see what's become of childhood in America. It is this changing world, and what it unveils about our values, that Gary Cross explores in Kids' Stuff, a revealing look into the meaning of American toys through this century. Early in the 1900s toys reflected parents' ideas about children and their futures. Erector sets introduced boys to a realm of business and technology, while baby dolls anticipated motherhood and building blocks honed the fine motor skills of the youngest children. Kids' Stuff chronicles the transformation that occurred as the interests and intentions of parents, children, and the toy industry gradually diverged--starting in the 1930s when toymakers, marketing playthings inspired by popular favorites like Shirley Temple and Buck Rogers, began to appeal directly to the young. TV advertising, blockbuster films like Star Wars(R), and Saturday morning cartoons exploited their youthful audience in new and audacious ways. Meanwhile, powerful social and economic forces were transforming the nature of play in American society. Cross offers a richly textured account of a culture in which erector sets and baby dolls are no longer alone in preparing children for the future, and in which the toys that now crowd the racks are as perplexing for parents as they are beguiling for little boys and girls. Whether we want our children to be high achievers in a competitive world or playful and free from the worries of adult life, the toy store confronts us with many choices. What does the endless array of action figures and fashion dolls mean? Are children--or parents--the dupes of the film, television, and toy industries, with their latest fads and fantasies? What does this say about our time, and what does it bode for our future? Tapping a vein of rich cultural history, Kids' Stuff exposes the serious business behind a century of playthings.
For classroom reading teachers and specialists, this unique resource is one of two volumes of "Reading Stories for Comprehension Success" packed with ready-to-use story lessons and activities for building students' reading, comprehension, and writing skills in grades 1 through 6. Volume I, PRIMARY LEVEL, presents 45 detailed lessons, reproducible story selections and questions, and related activities for reading grade levels 1, 2, and 3. Volume II, INTERMEDIATE LEVEL, presents 45 detailed lessons, reproducible story selections and questions, and related activities for reading grade levels 4, 5, and 6. The story lessons and activities in both volumes are designed with modifications for the learning disabled built in. They can be used with all regular and special students in any basal or whole language reading program, and help increase students' confidence, interest, and involvement in learning while growing comprehension skills. You'll find 15 story lessons at each grade level. Each story lesson is organized into the following sections: About the Story: A brief overview introduces the story's topic, e.g., "Fast-Food Computers" (Reading Level 2) or "The Mystery of St. Elmo's Fire" (Reading Level 4). Preview Words: A helpful word list introduces students to any unfamiliar vocabulary. Books to Read: Recommended books relate to the subject of the story lesson. Videos/CD's, Records & Cassettes: These additional resources will help get students hooked into the story lesson. Introductory Activities: Role-playing, card games, crafts projects, and other activities familiarize students with the topics of the story. The Story: Each factual story is designed to capture and hold children's interest and is accompanied by a reproducible full-page picture. Questions: Specially designed comprehension questions require students to think out their answer and respond with complete, written sentences. Extension Activities: Projects, plays, and a variety of other activities allow the student to experience the subject beyond the story. Each grade-level volume also includes a special introduction offering detailed suggestions for using "Reading Stories for Comprehension Success" with students of all abilities. This covers teaching strategies, reading ability guidelines, sentence writing lessons, and directions for effective use of the pre-tests, teacher lesson plans, and student data sheets. In short, "Reading Stories for Comprehension Success" gives you a single developmental program you can use with all of the regular and special students in your classroom. It provides maximum flexibility in lesson preparation and the freedom to base each lesson on your students' needs.
The Grove Encyclopedia of Decorative Arts covers thousands of years of decorative arts production throughout western and non-western culture. With over 1,000 entries, as well as hundreds drawn from the 34-volume Dictionary of Art, this topical collection is a valuable resource for those interested in the history, practice, and mechanics of the decorative arts. Accompanied by almost 100 color and more than 500 black and white illustrations, the 1,290 pages of this title include hundreds of entries on artists and craftsmen, the qualities and historic uses of materials, as well as concise definitions on art forms and style. Explore the works of Alvar Aalto, Charles and Ray Eames, and the Wiener Wekstatte, or delve into the history of Navajo blankets and wing chairs in thousands of entries on artists, craftsmen, designers, workshops, and decorative art forms.