Flying with Super Sam

Flying with Super Sam
Author: Michele Dufresne
Publisher:
Total Pages: 16
Release: 2015-09-01
Genre:
ISBN: 9781603430487

See all the things that can fly just like Super Sam.

Super Sam (Dolphin Readers Level 2)

Super Sam (Dolphin Readers Level 2)
Author: Craig Wright
Publisher: Oxford University Press
Total Pages: 28
Release: 2016-11-30
Genre: Foreign Language Study
ISBN: 0194404587

From shapes and baby animals to students in space, fiction and non-fiction Dolphins capture imaginations. With activities for every page of reading, the stimulating 'read and do' approach engages learners, practises language, and encourages critical-thinking skills.

Super Sam

Super Sam
Author: Michele Michele
Publisher:
Total Pages: 16
Release: 2015-09-01
Genre:
ISBN: 9781603430517

Meet Super Sam. He can fly AND he can help your students learn to read!

Super Sam Has Fun

Super Sam Has Fun
Author: Michele Dufresne
Publisher:
Total Pages: 16
Release: 2015-09-01
Genre:
ISBN: 9781603430524

Sam is doing all kinds of things that you can do -- flying, jumping, running -- but he can also fly!

Let's Go with Super Sam

Let's Go with Super Sam
Author: Michele Dufresne
Publisher:
Total Pages: 16
Release: 2015-09-01
Genre:
ISBN: 9781603430500

Sam is going up the stairs, up the ladder, and more!

Super Sam's Family

Super Sam's Family
Author: Michele Dufresne
Publisher:
Total Pages: 16
Release: 2015-09-01
Genre:
ISBN: 9781603430531

Meet Super Sam's family.

If I Ran the Zoo

If I Ran the Zoo
Author: Dr. Seuss
Publisher: Random House Books for Young Readers
Total Pages: 63
Release: 1950
Genre: Juvenile Nonfiction
ISBN: 0394800818

Gerald tells of the very unusual animals he would add to the zoo, if he were in charge.

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
Total Pages: 233
Release: 2014-12-02
Genre: Education
ISBN: 1466886420

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.