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When it is time to play, Dot and Dash look everywhere for their friend Tiny, but they cannot find him, although they find lots of other friends along the way.
Dot and Dash love to play in this action-packed novelty book. With sturdy tabs to push and pull on every spread, a giant pop-up finale and a foiled cover with die-cuts to peep through, this new Dot and Dash adventure will capture the imagination of toddlers and preschoolers everywhere
Learn easy, efficient tricks for piecing irresistible quilt tops with precuts and leftover fabric scraps, and discover 18 machine-quilting motifs you can mix and match. Award-winning quilter and designer Christa Watson guides you through 11 skill-building projects with quilting designs in three categories: walking-foot, free-motion, and a combination of the two techniques. Christa is here to help you start and finish strong!
When your life is over, everything you did will be represented by a single dash between two dates—what will that dash mean for the people you have known and loved? As Joseph Epstein once said, “We do not choose to be born. We do not choose our parents, or the country of our birth. We do not, most of us, choose to die. . . . But within this realm of choicelessness, we do choose how we live.” And that is what The Dash is all about. Beginning with an inspiring poem by Linda Ellis titled “The Dash,” renowned author Mac Anderson then applies his own signature commentary on how the poem motivates us to make certain choices in our lives—choices to ignore the calls of selfishness and instead reach out to others, using our God-given abilities to brighten their days and lighten their loads. After all, at the end of life, how we will be remembered—whether our dash represents a full, joyous life of seeking God’s glory, or merely the space between birth and death—will be entirely up to the people we’ve left behind, the lives we’ve changed.
Dash and Dot are a pair of robots that you can program using a tablet or smartphone. With this book, students learn the art of innovation through detailed explanations and hands-on activities built to foster creativity and problem solving. Fun, engaging text introduces readers to new ideas and builds on maker-related concepts they may already know. Additional tools, including a glossary and an index, help students learn new vocabulary and locate information.
Telecommunications is a major global industry, and this unique book chronicles the development of this complex technology from the electric telegraph to the Internet in a simple, accessible, and entertaining way. The book opens with the early years of the electric telegraph. The reader will learn how the Morse telegraph evolved into an international network that spanned the globe, starting with the development of international undersea cables, and the heroic attempts to lay a trans-Atlantic cable. The book describes the events that led to the invention of the telephone, and the subsequent disputes over who had really invented it. It takes a look at some of the most important applications that have appeared on the Internet, the mobile revolution, and ends with a discussion of future key developments in the telecommunications industry.
Vashti believes that she cannot draw, but her art teacher's encouragement leads her to change her mind and she goes on to encourage another student who feels the same as she had.
GOING DOWN SWINGING is an Australian based literary magazine featuring short stories, flash fiction, poetry, comic art and spoken word, all in the one book/CD package. GDS publishes work from all over the globe. Started in 1980 by Australian writers Myron Lysenko and Kevin Brophy, GDS has passed through the hands of various editors including Lauren Williams, Grant Caldwell, Lyn Boughton, Louise Craig, Adam Ford, Anna Hedigan, Steve Grimwade and alicia sometimes as well as a plethora of readers, typesetters, designers and proofreaders whose assistance has been invaluable in allowing GDS to survive for nearly 30 years.
Supporting STEM-based learning, this fun, fact-filled book for kids ages 6–9 explores the programming that makes our world work, in everyday objects from traffic lights to vending machines. Educating young readers through a combination of close-up images, quirky trivia facts, quiz questions, and fascinating tidbits, it’s the perfect book for any reader who can’t get enough of coding. How much did the first laptop weigh? What exactly is a computer bug? How many calculations can the world’s fastest computer perform in a single second? Find out the answers to these questions and more in DKfindout! Coding, which features photographs and illustrations of gadgets, games, and coding geniuses like Ada Lovelace and Alan Turing. Beginning in the mid-1800s, readers can trace the path of coding pioneers from the birth of the first computer all the way to today’s tech boom. Along the way, they’ll learn about the fundamentals of coding languages like Java and Python—including their application in everything from cars to calculators—and how coding continues to revolutionize tech, gaming, medicine, space travel, and more. Vetted by educational consultants, the DKfindout! series drives kids ages 6–9 to become experts on more than 30 of their favorite STEM- and history-related subjects, whether Vikings, volcanoes, or robots. This series covers the subjects that kids really want to learn about—ones that have a direct impact on the world around them, like climate change, space exploration, and rapidly evolving technology—making learning fun through amazing images, stimulating quizzes, and cutting-edge information. The DKfindout! series is one that kids will want to turn to again and again.
This fourth edition of Digital Storytelling: A creator's guide to interactive entertainment dives deeply into the world of interactive storytelling, a form of storytelling made possible by digital media. Carolyn Handler Miller covers both the basics – character development, structure and the use of interactivity – and the more advanced topics, such as AI (Artificial Intelligence), narratives using AR and VR, and Social Media storytelling. The fourth edition also includes a greatly expanded section on immersive media, with chapters on the exciting new world of the world of XR (AR, VR, and mixed reality), plus immersion via large screens, escape rooms and new kinds of theme park experiences. This edition covers all viable forms of New Media, from video games to interactive documentaries. With numerous case studies that delve into the processes and challenges of developing works of interactive narrative, this new edition illustrates the creative possibilities of digital storytelling. The book goes beyond using digital media for entertainment and covers its employment for education, training, information and promotion, featuring interviews with some of the industry’s biggest names. Key Features: A large new section covering various forms of immersive media, including VR, AR and Mixed Reality Breakthroughs in interactive TV and Cinema The use of VR, AR and mixed reality in gaming New forms of voice-enabled storytelling and gaming Stories told via mobile apps and social media Developing Digital Storytelling for different types of audiences