Play and music classes for toddlers.
| Title | Author | Description | |
|---|---|---|---|
Play and Child Development (3rd Edition)![]() | Joe L. Frost, Sue C. Wortham and Stuart C. Reifel | With significantly expanded discussions on key topics, here is a revised edition of the popular early childhood book that, more than any other book on the market, ties play directly to child development. Through a seamless blend of research, theory, and practical applications, its comprehensive coverage addresses the full spectrum of play-related topics. The book analyzes play theories and play therapy; presents a history of play; and discusses current play trends. It explores ways to create safe play environments for all children, and how to weave play into school curricula. Finally, the authors examine the role of adults in leading and encouraging children's natural tendencies toward learning by playing. Special coverage includes a full chapter on play and children with disabilities, and the value of field trips in supporting learning. For pre-service and in-service, pre-school and primary grade teachers. | |
The Power of Play: Learning What Comes Naturally![]() | David Elkind | Today’s parents often worry that their children will be at a disadvantage if they are not engaged in constant learning, but child development expert David Elkind reassures us that imaginative play goes far to prepare children for academic and social success. Through expert analysis of the research and powerful examples, Elkind shows how creative, spontaneous play fosters healthy mental and social development and sets the stage for academic learning in the first place. An important contribution to the literature about how children learn, The Power of Play restores play’s respected place in children’s lives and encourages parents to trust their instincts to stay away from many of the dubious educational products on the market. | |
Fisher-Price Laugh & Learn Learning Workbench![]() | It's time to work and play, it's time to build today! Your little fixer can pound, tap, spin, slide and drill while discovering the alphabet, counting, shapes, colors, opposites and actions. Three interactive learning modes and lots of tool friends bring the workbench to life, with 15+ sing-along songs and tunes, along with lively music, fun sounds and phrases. There's a dancing drill, spinning vise, twirling paint roller, count-and-slide ruler, and rattling hammer. Baby can tap and pound three light-up pegs and sing a counting song. Volume control for quiet play. Requires 3 AA batteries. | ||
Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot![]() | Julian Dibbell | Play Money explores the remarkable new phenomenon of MMORPGs, or Massively MultiPlayer Online Role-Playing Games, in which hundreds of thousands of players operate fantasy characters in virtual environments. With city-sized populations, these games generate their own cultures, governments, and social systems and, inevitably, their own economies, which spill over into the real world. The desire for virtual goods-magic swords, enchanted breastplates, and special, hard-to-get elixirs-has spawned a cottage industry of virtual loot farmers”: people who play the games just to obtain fantasy goods that they can sell in the real world. The best loot farmers can make between six figures a year and six figures a month. Play Money is an extended walk on the weird side: a vivid snapshot of a subculture whose denizens were once the stuff of mere sociological spectacle but now-with computer gaming poised to eclipse all otherentertainments in dollar volume, and with the lines between play and work, virtual and real increasingly blurred-look more and more like the future. | |
Play Money: Or, How I Quit My Day Job and Made Millions Trading Virtual Loot![]() | Julian Dibbell | Play Money explores a remarkable new phenomenon that's just beginning to enter public consciousness: MMORPGs, or Massively MultiPlayer Online Role-Playing Games, in which hundreds of thousands of players operate fantasy characters in virtual environments the size of continents. With city-sized populations of nearly full-time players, these games generate their own cultures, governments, and social systems and, inevitably, their own economies, which spill over into the real world.The desire for virtual goods--magic swords, enchanted breastplates, and special, hard-to-get elixirs--has spawned a cottage industry of "virtual loot farmers": People who play the games just to obtain fantasy goods that they can sell in the real world. The best loot farmers can make between six figures a year and six figures a month.Play Money is an extended walk on the weird side: a vivid snapshot of a subculture whose denizens were once the stuff of mere sociological spectacle but now--with computer gaming poised to eclipse all other entertainments in dollar volume, and with the lines between play and work, virtual and real increasingly blurred--look more and more like the future. | |
I Henry IV (Norton Critical Editions)![]() | William Shakespeare | The text, with few departures, is that of the First Quarto (1598) edition of the play.Act and scene divisions are not indicated in the Quarto; those of the First Folio have been incorporated, with one exception: scene ii of Act V has been divided into two scenes, with the concluding scenes numbered accordingly. The Third Edition includes expanded annotations. "Contexts and Sources" includes dueling arguments on the play’s completeness (one play or one half of a play?) and the naming of a central character (Falstaff or Oldcastle?). "Criticism" includes twenty-four essays—from E. M. W. Tillyard’s classic argument of an ordered Shakespearean universe to Graham Holderness’s rebuttal to Gus Van Sant’s interview regarding 1 Henry IV as the inspiration for his cult film, My Own Private Idaho—nineteen of them new to the Third Edition. The Selected Bibliography has been thoroughly updated. | |
Play Between Worlds: Exploring Online Game Culture![]() | T. L. Taylor | In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps--as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces.Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)--including her attendance at an Everquest Fan Faire, with its blurring of online-and offline life--and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play--and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space--what happens when emergent player culture confronts the major corporation behind the game. | |
The Merchant of Venice: Texts and Contexts (Bedford Shakespeare)![]() | William Shakespeare | This edition of Shakespeare’s The Merchant of Venice reprints the Bevington edition of the play along with documents and illustrations thematically arranged to offer a richly textured understanding of early modern culture and Shakespeare’s work within that culture. The texts include maps, woodcuts, sermons, statutes, early modern documents reflecting Christian attitudes toward Jews and Jewish reactions to these attitudes, excerpts from the Bible on moneylending as well as contemporary discourses on usury and commerce, anti-Catholic tracts, travel accounts, diplomatic reports, scenes from a morality play about the corrupting effects of treatment of aliens, conduct literature, and contemporary treatises on the role of women. The documents illuminate religious controversy at the time of Shakespeare’s play, some of his sources, the place of Venice in the early modern English imagination, merchant culture, and marriage, sexuality, and friendship in the period. Editorial features designed to help readers relate the play to historical documents include an engaging general introduction, an introduction to each thematic group of documents, headnotes and glosses for the primary documents (presented in modern spelling), and an extensive bibliography. | |
Stomp Rocket Super High Performance Stomp Rocket![]() | Stomp on the launch pad to send this rocket up to 400ft in the airFeatures include: •The original Stomp Rocket that started the stompin revolution•Taje this to the park or beach and watch how many children and adults you get wanting to play•comes with 6 rockets and 6 flame stickers to put on•Refill rockets available•schools use all of our stomp rockets to teach distance, trajectory, force, motion etc…learning and having fun doing it. | ||
Music for Sight Singing![]() | Thomas E. Benjamin, Michael Horvit and Robert S. Nelson | Designed for the "musicianship" portion of the freshman theory sequence, Benjamin/Horvit/Nelson MUSIC FOR SIGHT SINGING, Fifth Edition, presents music that is carefully chosen to challenge--not overwhelm--you. |