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This unique Fisher-Price book helps kids find out what’s inside a world of adventure with the turn of large die-cut pages throughout. Colorful large board book reveals what is inside five different exciting places. Dozens of labels teach over 250 words. The Fisher-Price gang become pirates, perform in a circus, ride dinosaurs, live in a castle, and experience the Old West. Kids turn the page in every spread to reveal what’s inside the location being featured – all of the stuff on a pirate ship, everything under the big top at the circus, all of the fun things to be found in the times of the dinosaurs, the cool things inside of a castle and all of the places from the Old West. • Kids turn the die-cut page to see what’s inside each place • Locations include the pirate ship, circus, prehistoric cave, old western town and a castle. • Over 250 object labels and busy scenes make this book an interactive vocabulary-builder. • Educational value of the FP Lift-the-Flap successful format: - Busy, colorful pages offer many new things to discover every time the books are opened. - Bold labels enforce vocabulary-building and early word/object recognition. - Every book is packed with early learning concepts (counting, colors, matching, action words, shapes, etc) - Engaging, interactive formats encourage discovery and imagination.
Over 665 English words are defined by illustrations and brief sentences.
Join the Fisher-Price Little People as they visit the farm and learn about shapes, colors, animals, and more in this interactive board book with more than 50 flaps to lift! This book features favorite Little People characters discovering all the fun to be had on a farm. With more than 50 flaps for little hands to open, this book includes activities that reinforce early learning concepts like counting, colors, shapes, and more!
Features over 150 toys made from 1931 to the present day, as well as detailed information on over 3,000 toys, including toy names alphabetical by year, toy identification numbers, number of years made, special remarks and a value range from good to mint condition. Includes comic characters, vehicles, dolls and more.
Join the Little People as they visit the zoo and see an amazing assortment of animals in this updated, best-selling lift-the-flap board book featuring brand-new art! From a polar bear and her baby to a jumping kangaroo to mischievous monkeys to lounging lions and so much more, there are amazing animals everywhere Sofie, Koby, and their friends look when they pay a visit to the zoo. Brand-new bright and cheery illustrations, more than 50 flaps to lift that introduce surprises, and early learning concepts such as action words make Fisher-Price Little People: Welcome to the Zoo! a book to turn to again and again.
Tracing developments in toy making and marketing across the evolving landscape of the 20th century, this encyclopedia is a comprehensive reference guide to America's most popular playthings and the culture to which they belong. From the origins of favorite playthings to their associations with events and activities, the study of a nation's toys reveals the hopes, goals, values, and priorities of its people. Toys have influenced the science, art, and religion of the United States, and have contributed to the development of business, politics, and medicine. Toys and American Culture: An Encyclopedia documents America's shifting cultural values as they are embedded within and transmitted by the nation's favorite playthings. Alphabetically arranged entries trace developments in toy making and toy marketing across the evolving landscape of 20th-century America. In addition to discussing the history of America's most influential toys, the book contains specific entries on the individuals, organizations, companies, and publications that gave shape to America's culture of play from 1900 to 2000. Toys from the two decades that frame the 20th century are also included, as bridges to the fascinating past—and the inspiring future—of American toys.
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How have architecture and design been represented in popular culture? How do these fictional reflections feed back into and influence 'the real world'? Archi.Pop: Architecture and Design in Popular Culture offers the first contemporary critical overview of this diverse and intriguing relationship in cultural forms including television, cinema, iconic buildings and everyday interiors, music and magazines. Bringing the study of architecture and culture firmly to the contemporary world, Archi.Pop offers a unique critical investigation into how this dynamic relationship has shaped the way we live and the way we interact with the constructed world around us.
CHOICE Outstanding Academic Title for 2009 "This ground-breaking resource is strongly recommended for all libraries and health and welfare institutional depots; essential for university collections, especially those catering to social studies programs." —Library Journal, STARRED Review Children and adults spend a great deal of time in activities we think of as "play," including games, sports, and hobbies. Without thinking about it very deeply, almost everyone would agree that such activities are fun, relaxing, and entertaining. However, play has many purposes that run much deeper than simple entertainment. For children, play has various functions such as competition, following rules, accepting defeat, choosing leaders, exercising leadership, practicing adult roles, and taking risks in order to reap rewards. For adults, many games and sports serve as harmless releases of feelings of aggression, competition, and intergroup hostility. The Encyclopedia of Play in Today′s Society explores the concept of play in history and modern society in the United States and internationally. Its scope encompasses leisure and recreational activities of children and adults throughout the ages, from dice games in the Roman Empire to video games today. With more than 450 entries, these two volumes do not include coverage of professional sports and sport teams but, instead, cover the hundreds of games played not to earn a living but as informal activity. All aspects of play—from learning to competition, mastery of nature, socialization, and cooperation—are included. Simply enough, this Encyclopedia explores play played for the fun of it! Key Features Available in both print and electronic formats Provides access to the fascinating literature that has explored questions of psychology, learning theory, game theory, and history in depth Considers the affects of play on child and adult development, particularly on health, creativity, and imagination Contains entries that describe both adult and childhood play and games in dozens of cultures around the world and throughout history Explores the sophisticated analyses of social thinkers such as Huizinga, Vygotsky, and Sutton-Smith, as well as the wide variety of games, toys, sports, and entertainments found around the world Presents cultures as diverse as the ancient Middle East, modern Russia, and China and in nations as far flung as India, Argentina, and France Key Themes Adult Games Board and Card Games Children′s Games History of Play Outdoor Games and Amateur Sports Play and Education Play Around the World Psychology of Play Sociology of Play Toys and Business Video and Online Games For a subject we mostly consider light-hearted, play as a research topic has generated an extensive and sophisticated literature, exploring a range of penetrating questions. This two-volume set serves as a general, nontechnical resource for academics, researchers, and students alike. It is an essential addition to any academic library.