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Philosophizing — considering life questions — stimulates thinking: processing information, reasoning, thinking creatively, evaluating alternatives. Many children are natural philosophers. They observe the world around them from a young age, have a keen sense of right and wrong, and ask endless questions. Stories — fables, fairy tales, parables — are a classic device for teaching lessons about life, morality, chance, consequences, and other cultures to audiences both young and old. Philosophy Sucks...Kids Right In! is a guide that parents and educators can use to structure and guide this process. Contributors Nel de Theije and Leo Kaniok have collected 40 short stories that encourage children to ponder the themes of happiness, love, friendship, peace, freedom, respect and equality — and more. An introductory chart clearly lays out the age groupings the stories are appropriate for, a primary theme, possible secondary themes, and the teaching purpose of the story. Many stories come with discussion papers that suggest areas of exploration with children of different age groups (4-6, 6-8, 8-10 and 10-12) and grades. The open-ended questions stimulate children to experience the stories more intensely, encourage self-reflection, and seek their own answers to the big questions of life.
This original, comprehensive theory of procreative ethics explains what kind of act procreation is and when we may permissibly engage in it. In order to ascertain when the procreative risk is permissible to impose, Weinberg proposes contractualist principles to fairly attend to the interests prospective parents have in procreating and the interests future people have in a life of human flourishing. The book presents a solution to the non-identity problem as well as dilemmas regarding our liberal principles of autonomy, consent, and equality, which may seem to be in tension with our procreative practices.
Award-winning comedian Leigh Anne Jasheway has written 101 Comedy Games for Children and Grown-Ups specifically to make readers laugh. Laughter provides great health benefits, reducing tension and improving overall mood. Jasheway’s book connects readers of all ages with their inner five-year-old, providing 101 games and activities to increase their laugh quota and decrease the pressure in their stress-o-meters. With Jasheway’s help, readers can improve their emotional health and have a great time doing it. 101 Comedy Games for Children and Grown-Ups includes eight different sections, each geared toward a different genre of comedy. The first section concentrates on introductory games for getting to know fellow participants and familiarizing oneself with the basic rules of comedy. Later chapters introduce games geared toward a specific type of comedy. Each section includes numerous games, which are presented with a general description of the activity, the purpose behind it, a list of supplies (if necessary), helpful hints, and rule variations. Jasheway also provides a key to indicate the target ages for each activity, making it easier to pick the best games for the participating group. Jasheway’s book promises to provide fun times and lots of laughs for anyone that picks it up!
Originally written for drama teachers working with students aged 9 to 18, this collection of short, snappy theater dialogues makes the perfect short break activity in any classroom, camp, or youth group situation. Students get much more out of these dialogues than just acting practice: they increase alertness, cultivate curiosity, boost literacy, and improve school attendance. The one-to-one dialogue format facilitates friendships and allows shy students to demonstrate new skills. Written by a family of drama experts, each dialogue centers around a theme related to young life: food, parents, hobbies, movies, even falling in love, to name just a few. Each dialogue is introduced with brief notes suggesting different ways of playing them at different ages and tips for adapting the dialogues to different age groups and situations. 101 Dialogues, Sketches, and Skits is part of the SmartFun Activity series from Hunter House, which includes over 25 titles that have sold more than 200,000 copies to date.
Most people believe that they were either benefited or at least not harmed by being brought into existence. David Benatar presents a startling challenge to these assumptions. He argues that people systematically overestimate the quality of their life, and suffer quite serious harms by coming into existence.
Communism, capitalism, work, crisis, and the market, described in simple storybook terms and illustrated by drawings of adorable little revolutionaries. Once upon a time, people yearned to be free of the misery of capitalism. How could their dreams come true? This little book proposes a different kind of communism, one that is true to its ideals and free from authoritarianism. Offering relief for many who have been numbed by Marxist exegesis and given headaches by the earnest pompousness of socialist politics, it presents political theory in the simple terms of a children's story, accompanied by illustrations of lovable little revolutionaries experiencing their political awakening. It all unfolds like a story, with jealous princesses, fancy swords, displaced peasants, mean bosses, and tired workers–not to mention a Ouija board, a talking chair, and a big pot called “the state.” Before they know it, readers are learning about the economic history of feudalism, class struggles in capitalism, different ideas of communism, and more. Finally, competition between two factories leads to a crisis that the workers attempt to solve in six different ways (most of them borrowed from historic models of communist or socialist change). Each attempt fails, since true communism is not so easy after all. But it's also not that hard. At last, the people take everything into their own hands and decide for themselves how to continue. Happy ending? Only the future will tell. With an epilogue that goes deeper into the theoretical issues behind the story, this book is perfect for all ages and all who desire a better world.
A roadmap of quick, concrete strategies to help parents use everyday opportunities to create respectful, responsible, and resilient children between the ages of 18 months and 12 years -- without screaming or nagging. You'll learn how to eliminate the behaviors you don't want while fostering the behaviors you do want like pitching in around the house, pleasant table manners, managing money, finishing multiple-step assignments, taking risks, asking for help, and coping with bad news.
A page-turning novel that is also an exploration of the great philosophical concepts of Western thought, Jostein Gaarder's Sophie's World has fired the imagination of readers all over the world, with more than twenty million copies in print. One day fourteen-year-old Sophie Amundsen comes home from school to find in her mailbox two notes, with one question on each: "Who are you?" and "Where does the world come from?" From that irresistible beginning, Sophie becomes obsessed with questions that take her far beyond what she knows of her Norwegian village. Through those letters, she enrolls in a kind of correspondence course, covering Socrates to Sartre, with a mysterious philosopher, while receiving letters addressed to another girl. Who is Hilde? And why does her mail keep turning up? To unravel this riddle, Sophie must use the philosophy she is learning—but the truth turns out to be far more complicated than she could have imagined.
The definitive career guide for grad students, adjuncts, post-docs and anyone else eager to get tenure or turn their Ph.D. into their ideal job Each year tens of thousands of students will, after years of hard work and enormous amounts of money, earn their Ph.D. And each year only a small percentage of them will land a job that justifies and rewards their investment. For every comfortably tenured professor or well-paid former academic, there are countless underpaid and overworked adjuncts, and many more who simply give up in frustration. Those who do make it share an important asset that separates them from the pack: they have a plan. They understand exactly what they need to do to set themselves up for success. They know what really moves the needle in academic job searches, how to avoid the all-too-common mistakes that sink so many of their peers, and how to decide when to point their Ph.D. toward other, non-academic options. Karen Kelsky has made it her mission to help readers join the select few who get the most out of their Ph.D. As a former tenured professor and department head who oversaw numerous academic job searches, she knows from experience exactly what gets an academic applicant a job. And as the creator of the popular and widely respected advice site The Professor is In, she has helped countless Ph.D.’s turn themselves into stronger applicants and land their dream careers. Now, for the first time ever, Karen has poured all her best advice into a single handy guide that addresses the most important issues facing any Ph.D., including: -When, where, and what to publish -Writing a foolproof grant application -Cultivating references and crafting the perfect CV -Acing the job talk and campus interview -Avoiding the adjunct trap -Making the leap to nonacademic work, when the time is right The Professor Is In addresses all of these issues, and many more.
Games are a unique art form. They do not just tell stories, nor are they simply conceptual art. They are the art form that works in the medium of agency. Game designers tell us who to be in games and what to care about; they designate the player's in-game abilities and motivations. In other words, designers create alternate agencies, and players submerge themselves in those agencies. Games let us explore alternate forms of agency. The fact that we play games demonstrates something remarkable about the nature of our own agency: we are capable of incredible fluidity with our own motivations and rationality. This volume presents a new theory of games which insists on games' unique value in human life. C. Thi Nguyen argues that games are an integral part of how we become mature, free people. Bridging aesthetics and practical reasoning, he gives an account of the special motivational structure involved in playing games. We can pursue goals, not for their own value, but for the sake of the struggle. Playing games involves a motivational inversion from normal life, and the fact that we can engage in this motivational inversion lets us use games to experience forms of agency we might never have developed on our own. Games, then, are a special medium for communication. They are the technology that allows us to write down and transmit forms of agency. Thus, the body of games forms a "library of agency" which we can use to help develop our freedom and autonomy. Nguyen also presents a new theory of the aesthetics of games. Games sculpt our practical activities, allowing us to experience the beauty of our own actions and reasoning. They are unlike traditional artworks in that they are designed to sculpt activities - and to promote their players' aesthetic appreciation of their own activity.