Loose Parts 2

Loose Parts 2
Author: Miriam Beloglovsky
Publisher: Redleaf Press
Total Pages: 295
Release: 2016-06-20
Genre: Education
ISBN: 1605544655

Loose parts capture children's curiosity, give free reign to their imagination, and encourage creativity. This form of play allows infants to be in control and recognize the power of their bodies and actions. A variety of new and innovative loose parts ideas are paired with beautiful photography to inspire safe loose parts play in your infant and toddler environments. Captivating classroom stories and proven science provide the context for how this style of play supports children's development and learning. This book is perect for Montessori and Reggio-inspired programs and educators.

Puccini's The Girl of the Golden West

Puccini's The Girl of the Golden West
Author: Burton D. Fisher
Publisher: Opera Journeys Publishing
Total Pages: 124
Release: 2005
Genre: Music
ISBN: 097714559X

A comprehensive guide to Puccini's GIRL OF THE GOLDEN WEST, featuring insightful and in depth Commentary and Analysis, a complete, newly translated Libretto with Italian/English side-by side, and over 20 music highlight examples.

The Girl of the Golden West Illustrated

The Girl of the Golden West Illustrated
Author: David Belasco
Publisher:
Total Pages: 270
Release: 2020-09-02
Genre:
ISBN:

The Girl of the Golden West is a theatrical play written, produced and directed by David Belasco, set in the California Gold Rush. The four-act melodrama opened at the old Belasco Theatre in New York on November 14, 1905 and ran for 224 performances. Blanche Bates originated the role of The Girl, Robert C. Hilliard played Dick Johnson, and Frank Keenan played Jack Rance. Bates was joined by Charles Millward and Cuyler Hastings for two-week Broadway runs in 1907 and 1908.[1] William Furst composed the play's incidental music. The play toured throughout the US for several years.

Modern Italian Grammar

Modern Italian Grammar
Author: Anna Proudfoot
Publisher: Psychology Press
Total Pages: 436
Release: 2005
Genre: Foreign Language Study
ISBN: 9780415331647

This new edition of the Modern Italian Grammar is an innovative reference guide to Italian, combining traditional and function-based grammar in a single volume. With a strong emphasis on contemporary usage, all grammar points and functions are richly illustrated with examples. Implementing feedback from users of the first edition, this text includes clearer explanations, as well as a greater emphasis on areas of particular difficulty for learners of Italian. Divided into two sections, the book covers: traditional grammatical categories such as word order, nouns, verbs and adjectives language functions and notions such as giving and seeking information, describing processes and results, and expressing likes, dislikes and preferences. This is the ideal reference grammar for learners of Italian at all levels, from beginner to advanced. No prior knowledge of grammatical terminology is needed and a glossary of grammatical terms is provided. This Grammar is complemented by the Modern Italian Grammar Workbook Second Edition which features related exercises and activities.

Python for Teenagers

Python for Teenagers
Author: James R. Payne
Publisher: Apress
Total Pages: 336
Release: 2019-05-07
Genre: Computers
ISBN: 1484245504

Discover everything you need to know about Python to turn your passion of programming into a job you'll love. Fueled by fun and practical examples, this book gives high schoolers who want learn an easy programming language ideas for how to leverage them in the workforce. Start with the basics and before you know it, you'll be building your own web sites, doing white-hat hacking, finding code bugs and errors, and creating games, including using Python to roll characters for RPGs. Every chapter is relaxed and informal, like learning with a cool teacher all the time. Computers, phones and the web are your playground, and you'll be ready to join the party with your own content. Going beyond posts and uploads means learning to program, and Python is a great choice to get started. It's quick to learn, it's flexible, and if you want, it may get you a Python job that pays more than minimum wage when you're out of school. Python for Teenagers is the most fun you'll have while learning. What You'll Learn Review programming basics - you gotta start somewhere Code applications that follow directions and make decisions Understand Classes and objects - when a program is a child Make games with graphics and animationWho This Book Is For High schoolers who want learn an easy programming language.

Digital Games and Mathematics Learning

Digital Games and Mathematics Learning
Author: Tom Lowrie
Publisher: Springer
Total Pages: 318
Release: 2015-10-05
Genre: Education
ISBN: 9401795177

Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.