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With more than 20 years of coaching and teaching experience, UK authors Anthony Dowson and Keith Morris have realized that children's encounters with sporting activities need to be creative, entertaining and fun. Children can be encouraged to engage in physical activity through fun games that stimulate both body and mind. Fun games keep children healthy and active now as well as contribute to a more positive attitude towards physical activity for life. In response to numerous requests from teachers and coaches, the authors have developed and adapted an array of activities and games from their own everyday use when teaching children. The book contains a range of warm-up ideas, games, skill practices and sport-specific activities to motivate children and encourage active participation. The games use only common sport equipment and are supported by easy-to-follow instructions and illustrations. Useful in both planning and providing physical education lessons and recreational experiences, this book makes it easy to create a varied and exciting program. The text includes more than 30 multi-sport games suitable for children of ages 5 to 16. There are sport-specific games for cricket, striking and fielding, rugby, soccer, tennis, badminton and hockey, as well as parachute games. All activities are designed to improve children's skills in specific sports through the use of enjoyable games to promote learning. Each game offers multiple variations designed to suit a wide range of ages and abilities. With childhood obesity becoming increasingly common, children's physical activity is becoming more important. Healthy, active young people now mean a future generation of adults less affected by the health problems associated with obesity and inactive lifestyles. Anyone who has the responsibility of organizing activities for young people will find the ideas in Fun and Games invaluable. Through the practical games in this book, children will develop new skills as they participate in fun and enjoyable activities.
The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other ‘serious’ purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n’ Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up.
Reclaiming fun as a meaningful concept for understanding games and play. “Fun” is somewhat ambiguous. If something is fun, is it pleasant? Entertaining? Silly? A way to trick students into learning? Fun also has baggage—it seems inconsequential, embarrassing, child's play. In Fun, Taste, & Games, John Sharp and David Thomas reclaim fun as a productive and meaningful tool for understanding and appreciating play and games. They position fun at the heart of the aesthetics of games. As beauty was to art, they argue, fun is to play and games—the aesthetic goal that we measure our experiences and interpretations against. Sharp and Thomas use this fun-centered aesthetic framework to explore a range of games and game issues—from workplace bingo to Meow Wolf, from basketball to Myst, from the consumer marketplace to Marcel Duchamp. They begin by outlining three elements for understanding the drive, creation, and experience of fun: set-outsideness, ludic forms, and ambiguity. Moving from theory to practice and back again, they explore the complicated relationships among the titular fun, taste, and games. They consider, among other things, the dismissal of fun by game journalists and designers; the seminal but underinfluential game Myst, and how tastes change over time; the shattering of the gamer community in Gamergate; and an aesthetics of play that goes beyond games.
Kevin loves local café owner, Sally, even more than he loves her doughnuts. Surrounded by Olympic hype, and in an attempt to finally win her affections, he abandons his doughnuts in favour of the gym. But obtaining the perfect body comes at a price and Kevin soon finds himself dependent on the very unorthodox methods invented by A.Donis Ambrotos: part-time gym owner and full-time Greek god. Adonis has big ambitions: starting with a simple takeover of the mortal world. If only those pesky humans would play along, and if only his godly counterparts would stop interfering... As the Olympics approach there are cakes to be eaten, games to be played, and love to be found in the most unlikely of places. Can Kevin ensure the survival of these treasured human pursuits, or will it all be lost when Adonis plays his final move?
"101 Fun Warm-Up and Cool-Down Games provides the antidote to the age-old warm-up and cool-down routines of jogging and stretching. These games engage students and athletes in fun warm-ups that will prepare them mentally and physically for their activity and cool-downs that will help them recover."--BOOK JACKET.
This is the Australian edition of a games book for parents, teachers, childcare workers, Cub Scout leaders, home-schooling families, and anyone else who supervises or entertains children. The book contains 339 activities, and is divided into three main sections: physical and mental, life skill, and educational. The physical and mental games are for fun and fitness, and can be enjoyed at birthday parties, family get-togethers and weekend outings. The life skill games are designed especially for Cub and Brownie Leaders, and include map and compass reading, knotting, first aid, home safety and outdoor cooking. The educational games include fun activities in maths, English, science, history, geography, foreign languages, art and music. Teachers and home-schooling families will find this section instructive, stimulating and very unusual. The games are suitable for 7 to 17 year olds, and some of the activities will stretch the minds of even the cleverest teenagers.
This is a classic collection of fun and entertaining games suitable for all ages, temperaments, and occasions. The book includes games for little kids, grown-ups, boys and girls, and special events. From classic games like Blind Man's Buff to unique games like Breakfast Table Decorations, this book offers a diverse range of indoor and outdoor games to keep everyone entertained. It also provides easy-to-follow instructions and illustrations.
The Stag Party Games book includes an extensive collection of new and updated stag games guaranteeing an unforgettable stag party. So no matter if you are planning a quiet night in with friends or a wild night out on the town we have a game for your stag party.* Easy-to-play instructions* Tips & Alternatives for every game* Games tailored to different stag styles
Collects the rules of over fifty classic indoor and outdoor games, including dodgeball, jacks, rummy, egg toss, coin bowling, and capture the flag.
This book entitled, “25 Fun Grammar Games to Develop Writing – A Handbook for Teachers”, intends to make children familiar with grammatical structures like parts of speech, articles, affixes, voices and tenses. These grammatical structures forms the basis for writing. When the students get familiar with these concepts at their upper primary stage, their grammatical mistakes can be eliminated to a greater extent. This book is designed by integrating multiple approaches and methods for various kinds of games like Direct method, Lexical approach, Silent way, Multiple intelligence, Task Based Language learning, Content based instruction and co-operative language learning.