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Simple and playful solutions to developing complex skills preparing children for school and life (ages 3 to 7). A child is a work in progress who thrives when everyday living becomes an interactive game. Play. Learn. Know. is a guide to help Mum and Dad (and, in an ideal world, all caregivers) to shape their child's body, heart and mind with care and thoughtfulness. It gives simple and playful solutions to developing complex skills preparing children for school and life (ages 3 to 7). A child needs to experience life to become part of life. You can help your child to belong by exposing her to everyday life: name the things you touch; explain what happens around her; show her how things work; and allow her the opportunity to discover-learn, to move and ask questions freely. You don't need to know all the answers - teach her from an early age to find answers on her own. This book is not a checklist or a time sheet to tick off or fill in arbitrarily; it is a road map to guide you along the journey of development. It has no age indicators, because every child unfolds developmentally in her own time. Child development is not a race to 'get there first'. It is a journey during which there are skills to be developed, knowledge to be discovered and thousands of experiences to be enjoyed along the way to school readiness.
When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.
Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of prac­ticing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct com­plex skills, maximize productive practice, and remove common learning barriers. By complet­ing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the meth­ods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard key­board, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the sim­ple techniques he teaches: Define your target performance level: Fig­ure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcompo­nents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accu­rate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chain­saws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.
A practical book for teachers consisting of 10 YC and TYC articles on the importance of integrating rich content-based, teacher-guided instruction with meaningful child-centered play to nurture children's emerging capabilities and skills.
"The chosen approach allows HS to move into truly original themes and conclusions. In an argument for the importance of social dynamics as key for innovation he elegantly moves beyond the established norms in innovation literature. HS skillfully manages to avoid a dogmatic critique of existing literature, and instead points to the need for diverse and complementary approaches and the need to combine them through more comprehensive and multi-faceted frameworks. In the work the author demonstrates a comprehensive insight into theories of play and games, and also contributes to knowledge by proposing a linking of different discourses that each in their way deal with social dynamics, e.g. institutional theory, social capital theory and the theory of complex responsive processes of relating." The Assessment Committee.
100 Different Ways to play the same song. Piano students learn 100 fun left hand patterns to take any music and change it up 100 different ways. Also included in the book is the FUN FAKEBOOK which includes 100 piano pieces in facebook format where the melody (Right Hand - treble clef) and the given chords for each measure are shown. The students can then fake or make up a left hand pattern to go along with the melody.
An honest and practical handbook that reveals important insights into relationships between men and women and work, Play Like a Man, Win Like a Woman, is a must-read for every woman who wants to leverage her power in the workplace. Women make up almost half of today's labor force, but in corporate America they don't share half of the power. Only four of the Fortune 500 company CEOs are women, and it's only been in the last few years that even half of the Fortune 500 companies have more than one female officer. A major reason for this? Most women were never taught how to play the game of business. Throughout her career in the super-competitive, male-dominated media industry, Gail Evans, one of the country's most powerful executives, has met innumerable women who tell her that they feel lost in the workplace, almost as if they were playing a game without knowing the directions. In this book, she reveals the secrets to the playbook of success and teaches women at all levels of the organization--from assistant to vice president--how to play the game of business to their advantage. Men know the rules because they wrote them, but women often feel shut out of the process because they don't know when to speak up, when to ask for responsibility, what to say at an interview, and a lot of other key moves that can make or break a career. Sharing with humor and candor her years of lessons from corporate life, Gail Evans gives readers practical tools for making the right decisions at work. Among the rules you will learn are: • How to Keep Score at Work • When to Take a Risk • How to Deal with the Imposter Syndrome • Ten Vocabulary Words That Mean Different Things to Men and Women • Why Men Can be Ugly, and You Can't • When to Quit Your Job
A child who can’t follow rules is a child who’s always in trouble. This book starts with simple reasons why we have rules: to help us stay safe, learn, be fair, and get along. Then it presents just four basic rules: “Listen,” “Best Work,” “Hands and Body to Myself,” and “Please and Thank You.” The focus throughout is on the positive sense of pride that comes with learning to follow rules. Includes questions and activities adults can use to reinforce the ideas and skills being taught.
Join the call for a better world with this New York Times bestselling picture book about a school where diversity and inclusion are celebrated. The perfect back-to-school read for every kid, family and classroom! In our classroom safe and sound. Fears are lost and hope is found. Discover a school where all young children have a place, have a space, and are loved and appreciated. Readers will follow a group of children through a day in their school, where everyone is welcomed with open arms. A school where students from all backgrounds learn from and celebrate each other's traditions. A school that shows the world as we will make it to be. “An important book that celebrates diversity and inclusion in a beautiful, age-appropriate way.” – Trudy Ludwig, author of The Invisible Boy
In this revolutionary book, a renowned computer scientist explains the importance of teaching children the basics of computing and how it can prepare them to succeed in the ever-evolving tech world. Computers have completely changed the way we teach children. We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers. Technology changes every day, but the basic ways that computers can help us learn remain. For thousands of teachers and parents who have sought creative ways to help children learn with computers, Mindstorms is their bible.