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The story of a pioneering microcomputer: its beginnings as part of a national Computer Literary Project, its innovative hardware, and its creative uses. In 1982, the British Broadcasting Corporation launched its Computer Literacy Project, intended “to introduce interested adults to the world of computers and computing.” The BBC accompanied this initiative with television programs, courses, books, and software—an early experiment in multi-platform education. The BBC, along with Acorn Computers, also introduced the BBC Microcomputer, which would be at the forefront of the campaign. The BBC Micro was designed to meet the needs of users in homes and schools, to demystify computing, and to counter the general pessimism among the media in Britain about technology. In this book, Alison Gazzard looks at the BBC Micro, examining the early capabilities of multi-platform content generation and consumption and the multiple literacies this approach enabled—not only in programming and software creation, but also in accessing information across a range of media, and in “do-it-yourself” computing. She links many of these early developments to current new-media practices. Gazzard looks at games developed for the BBC Micro, including Granny's Garden, an educational game for primary schools, and Elite, the seminal space-trading game. She considers the shift in focus from hardware to peripherals, describing the Teletext Adapter as an early model for software distribution and the Domesday Project (which combined texts, video, and still photographs) as a hypermedia-like experience. Gazzard's account shows the BBC Micro not only as a vehicle for various literacies but also as a user-oriented machine that pushed the boundaries of what could be achieved in order to produce something completely new.
A young boy encounters a brontosaurus in his grandmother's garden.
A grandmother and her grandson share a love for gardening. They explore different plants including fruits, vegetables, and medicinal herbs. They also examine the bugs that come with gardening life including both good and bad bugs. One of grandma's favorite plants is cannabis. She uses the plant both for healing and for relaxation. She teaches the grandson about the reasons why some things are just for grownups. Children are smarter than we give them credit for (I know my grandchildren are!) and this book is a way for them to "just say know" when it comes to cannabis.Now that cannabis is legal in a majority of US States and opening up worldwide, it's time to start talking to our children about cannabis. Children are smarter than we give them credit for. That is the largest failure of D.A.R.E. when they used the motto "Just Say NO!" when they should have said, "Just Say KNOW!". Don't hide your consumption from your children. It's time to have a conversation with your children about cannabis and this book is a perfect way to talk about it!
Provides information about how to use straw bales as planting containers for vegetable gardening.
The girl in this book grows chocolate rabbits, tomatoes as big as beach balls, flowers that change color, and seashells in her garden. How does your garden grow?
On his way to visit Granny Bett, who is feeling blue, Railroad Hank stops at the farms of several friends and, misunderstanding their offers to help, winds up with a trainload of crazy cargo.
Designed to provide teachers and administrators with a range of practical suggestions for making the schoolyard a varied and viable learning resource, Moving the Classroom Outdoors presents concrete examples of how urban, suburban, and rural schools have enhanced the school site as a teaching tool. --from publisher description.
WINNER OF THE JAMES BEARD FOUNDATION 2020 AWARD FOR BEST SINGLE SUBJECT COOKBOOK Learn how to make pasta like Italian nonnas do. Inspired by the hugely popular YouTube channel of the same name, Pasta Grannies is a wonderful collection of time-perfected Italian pasta recipes from the people who have spent a lifetime cooking for love, not a living: Italian grandmothers. “When you have good ingredients, you don’t have to worry about cooking. They do the work for you.” – Lucia, 85 Featuring easy and accessible recipes from all over Italy, you will be transported into the very heart of the Italian home to learn how to make great-tasting Italian food. Pasta styles range from pici – a type of hand-rolled spaghetti that is simple to make – to lumachelle della duchessa – tiny, ridged, cinnamon-scented tubes that take patience and dexterity. More than just a compendium of dishes, Pasta Grannies tells the extraordinary stories of these ordinary women and shows you that with the right know how, truly authentic Italian cooking is simple, beautiful and entirely achievable.
As for film and literature, the horror genre has been very popular in the video game. The World of Scary Video Games provides a comprehensive overview of the videoludic horror, dealing with the games labelled as “survival horror” as well as the mainstream and independent works associated with the genre. It examines the ways in which video games have elicited horror, terror and fear since Haunted House (1981). Bernard Perron combines an historical account with a theoretical approach in order to offer a broad history of the genre, outline its formal singularities and explore its principal issues. It studies the most important games and game series, from Haunted House (1981) to Alone in the Dark (1992- ), Resident Evil (1996-present), Silent Hill (1999-present), Fatal Frame (2001-present), Dead Space (2008-2013), Amnesia: the Dark Descent (2010), and The Evil Within (2014). Accessibly written, The World of Scary Video Games helps the reader to trace the history of an important genre of the video game.
This collection of poetry includes poems of startling virtuosity and disconcerting humor. These poems are far from 'nonsense', however, as they repeatedly offer a serious message or emotional charge.