Book Description
The revised and updated edition of a groundbreaking special-needs activity guide
This revised edition of the companion volume to The Out-of-Sync Child includes new activities that parents of kids with Sensory Processing Disorder can do at home with their child, along with updated information on which activities are most appropriate for children with coexisting conditions such as Asperger's, autism, and more.
Customer Reviews:
Easy and fun activities .......2007-10-05
While this book is especially helpful for families with children with sensory processing disorder (SPD), all children will enjoy these creative ideas. The summary of different types of SPD at the beginning is useful to show other family members and friends who want to understand your child better.
Fun activities for each sense.......2007-08-21
This book has great activities for kids! It was helpful to find information and ideas to help my kids. You just look up the sense and go have some fun.Meghan's World: The Story of One Girl's Triumph over Sensory Processing Disorder
Great book so far.......2007-07-20
I am just starting to read this book but so far, I love it. I love reading the mother's and therapist's notes. I think they give you such good ideas that come from experience. The activities are clear and resources are always offered.
Great Resource for Parents and Teachers.......2007-05-29
The Out-of-Sync Child Has Fun is a great resource for parents and teachers. As a teacher of special needs kids, I'm always looking for materials to share with parents, and this one is really meeting the need. Ms. Kranowitz knows her topic. Her ideas for simple, fun activities that teach are easy to follow. This is a book I will use over and over again.
review.......2007-05-13
This book is a must have to go along with The Out of Sync Child. It gives you some ideas on how to help your child be a kid despite having sensory issues. Good book for parents of autistic children.
Book Description
Indoor/Outdoor Team Building Games for Trainers is a collection of 62 fun, physical acitivities from the world of adventure-based team building--now made simple for the average classroom trainer. Each activity (requiring only simple props such as rubber balls, blindfolds, and rope) comes complete with learning objectives, equipment needs, time goals, directions, and debriefing guidelines. Perfect for fields, parking lots, and even indoor classrooms. ativity
Customer Reviews:
Disappointing and too expensive.......2007-01-10
I was very disappointed with this purchase because very few, if any, of the activities are unique. It's only advantage is that it collates a good number of activities together in one place. However, I don't feel that the price for this collection is worth it given that I found most of these activities on the internet, for free, and on more than one site.
Is this book really worth its pricey tag?.......2002-08-26
After being greatly impressed by the size of the box that this work arrived in I was a little disappointed by the rather cheap looking folder that was contained within. Indoor/Outdoor Team building games for trainers by Harrison Snow is presented in a large triple ring folder that at first glance looks like a standard undergraduate dissertation. However the way the work is presented and the price tag are both justified in the copyright blurb on the very first page.
Indoor/Outdoor is a not just a reference book but a step by step course for those who want to instruct their own team building sessions. As a result the price tag (which is $$more than I am normally comfortable paying for a book) not only buys you the folder but also the right to make photocopies of relevant pages to distribute to those who attend your workshop, and what a workshop it'll be!
Having spent the summer working as an outdoor pursuits instructor I was glad to see many of the best warm ups and ice breakers that I had already learnt succinctly described in a manner that transfers the necessary fun within which all team-building sessions should be framed. There's enough problem solving exercises to keep even the most competent team busy for a least three days and each description is followed by a few generally excellent paragraphs on how to debrief after the exercise. Very few of the exercises need much preparation or investment in equipment and can be attempted by any able bodied person regardless of fitness.
Along with the individual tasks Snow has included a very readable section introducing a few management theories, the need for strong teams and the whole framework of trust, safety and fun within which good workshops must run. He concludes with some exercises that provide a review of the workshop and a few more management theories that are again very well presented.
Like most work on this subject Indoor/Outdoor can occasionally be a little "touchy feely" but never to a nauseating extent. Snow also occasionally makes the assumption that his audience is entirely from the US but although slightly annoying this in no way detracts from the overall excellent quality of his work. I wholeheartedly recommend this book to anyone who is interested in running their own sessions but also recommend that you either practice on your friends or shadow an experienced leader before instructing paying customers.
Poor Value.......2002-01-11
A tremendous disappointment. One of the more expensive Team Building resource publications available and it does not deliver. In many respects, Mr. Snow has authored a well organized, adequately written resource BINDER. A three ring binder and 241 (mostly single sided) pages of information. Sadly, the liabilities completely outweigh the assets of this selection.
Almost every activity may be found in other, significantly less expensive books. Very few activities feature illustrations or diagrams. Even when included, the pictures may not be worth a thousand words. Those unfamiliar with an activity may have difficulty vizualizing some instructions. Which begs the question if you ARE familiar with the activities, why purchase the book?
The only justification I found for the seemingly disproportionate price was the permission granted by the publisher to photocopy the pages of the publication "for use by participants attending a training workshop conducted by the original purchaser." This might be a terrific value for those who provide training of trainer workshops or who have a large staff to train. If you primarily will be solo or co-facilitating team building sequences with various groups this may be of dubious benefit to you.
Bottom line: If Mr. Snow and/or McGraw-Hill republished the binder as a book (at a fraction of the cost), added more visual-aids and you were looking for a solid resource book, it might be a useful resource. In it's present form I'd recommend you keep searching. Karl Rohnke and several others have authored resource books that will provide you with much, much more for much, much less.
Keep searching. . .
Great Hands on edition.......2000-03-29
This book is a wonderful collection of activities that will build and challenge your team. The books is spiral bound so it allows you to "take it with you" and use it wherever your team is. The activites are not just the typical version, they are challenging, exciting, and when used can help you establish a solid foundation. The book is easy to follow and does include some diverse games and activities. No two are alike.
Book Description
Hyper-Realistic Creature Creation
Step-by-step instructions combined with in-depth discussions of topics ranging from the importance of good topology to the subtlety of facial expressions, make Hyper-Realistic Creature Creation an excellent all-around resource for the modeling, texturing and rigging of characters.
—William Dwelly, Senior Software TD
Maya Techniques / Hyper-Realistic Creature Creation is you solution for creating convincing characters in Maya. Get hands-on experience with innovative tools and powerful industry-recognized techniques as you learn to model like a pro, set-up your skeleton in a fast and easy way and create realistic facial controls. This book will help you achieve hyper-real characters quickly and effectively.
Get the inside scoop on high-end production techniques from industry pros Erick Miller, Paul Thuriot, and Jeff Unay! Through Project-based lessons, follow Jeff Unay's process for modeling the beast, Paul Thuriot's workflow for rigging the beast's body and Erick Miller's tips and techniques on complex facial rigging for maximum flexibility. The book car5efully delineates the entire production process for the beast's creation, so that you can both understand the individual techniques and how they relate to each other in a pipeline. You'll also take advantage of helpful video demonstrations so you can watch the experts at work.
By examining the entire process, you will learn strategies for creating characters with an emphasis on anatomy and realism. Lessons are designed to cover effective workflows for devising models that can be easily manipulated and animated. The methods discussed in this book can be applied to any setup needs that you may have because you'll learn the rigging process from the concept stage through to pipeline integration.
With this book you will:
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Be introduced to modeling theories
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Learn how to use powerful tools like the Soft Modification Tool and the Split Edge Ring Tool.
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Learn how to create custom hotkeys and marking menus
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Import image planes and block out a character
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Create an Adobe Photoshop network
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Use automation scripts
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Understand how to use a multiple rig workflow
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Lock, paint, mirror skin weights, and connect a bound rig to a control rig
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Create corrective blend shapes, and set-up cluster controls
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Learn how to create jaw, eye, and lip setups
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Discover concepts of a realistic skin shader
What you need to use this book
Bonus Features
Customer Reviews:
Good Book.......2007-03-08
I found this book a good overviewer for people who want to practically work in the area of hyper real characters. Its truely is a good reference and practical guide. Although it isnt for beginners, it gives overview of hyper-real character workflow in maya.
great guide for the competent user.......2006-11-19
This is among my favorites of Maya reference books. Admittedly, I was not at an appropriate level of knowledge when I first bought it; however, once my understanding was sufficient, I was incredibly pleased with it. I this book is NOT for absolute beginners. It does not hold your hand and tell you how to do every little thing; if this is what your looking for, I would recommend a more basic intro level book. In terms of techniques, it fills in many of the gaps left by other Alias publications, and is certainly a far cry above Autodesk's lackluster publications.
This book is written presupposing some knowledge of the program and surrounding concepts. When I first began teaching myself Maya, a friend had shown me this book-at the time, I was utterly lost trying to follow it. However, within a month or two my knowledge was sufficient for this book to begin making sense to me.
If you have never used maya and are trying to learn, hold off for a while before buying this. If you are an intermediate level user (confident + comfortable with basic concepts, and a general understanding of most major areas) interested in learning more about professional modeling and rigging techniques, this is for you. A great aspect of this book is the fact that the DVD provides scene files in different stages of tutorial completion, which allows the user to check their work against a "solution," or examine concepts and workflow in greater detail.
This book is extremely helpful for anyone seeking insight into the professional CG world and the workflows and processes thereof.
Awesome book for ADVANCED users!.......2006-11-13
This an amazing reference for advanced digital sculptors, but it just covers far too much inside information and techniques from the edge to really go into step by step detail. The sticky lips techniques are priceless and came at the right time for me. Again, if you don't have atleast 2 years experience using Maya hold on to this book until you do OR get one of the fundamentals books or delve into the numerous instructional DVDs that are available. Once you are very familiar with the Maya interface conventions and have atleast intermediate knowledge Poly modeling characters and character rigging this book will pay major dividends.
Pretty good!.......2006-08-05
I'm not new to maya, but I had some questions about easier UV mapping tool, and this book tells me the hint, contains other useful information that I need to know as a good modeler and animator!
Why I did not learn anything from this book........2006-07-06
Some Maya books are unclear about the real "need to know" steps on creating a model and this is one of those books. It is well known that most really good books about Maya topics come with a DVD with video tutorials that help reinforce the book and further your knowledge. I am sorry to say that this book did not have much to offer in that area.
Unfortunately, I need to give this book a negative rating. The companion DVD was full of interviews that were pointless and about non related topics. Creativity and imagination was definitely not important, as the book did not pay attention to important details.
Directions at some points were to just copy and paste a part of the model and skipping steps. It's like the people who made this book did not want you to learn anything from it and just rushed though making it to get some quick cash.
Book Description
This exceptional, full-color Maya Press title - produced by Alias, the software's creators - is a comprehensive mid-cycle revision that uses the award-winning short film Blue as the basis for the book's all-new hands-on tutorials. Artists, students, educators, and hobbyists will appreciate this book's comprehensible coverage of 3D and Maya basics. Project-focused lessons use actual production files from the film Blue to teach you most of the tools available in Maya Complete. The companion DVD includes instructor-led tutorials, scene files, artist interviews, and Maya PLE. Also includes Alias's Sketchbook Pro Version 1.1.1, $129.99 value.
Customer Reviews:
Maya 7.0.......2007-10-15
i am pleased with my new book. It has every subject that i was expecting and is a high quality product
Definitely for Beginners.......2007-08-22
If your goal is to design a basic character and a simple environment, then this book is definitely for you. It covers all the basics and helps you to get familiar with where the tools are located.
However, if you are already familiar with MAYA, then you'd be better off just going online and finding some tutorials.
Good for students.......2007-08-12
Im a teacher computer, and recomend this book for new students of animation and modeling 3D.
perfect book to learn maya 7.......2007-04-07
This book is the best one I have bought because it explains to you every detail step by step. It also comes with videos explaining how to do each lesson.The best part is that in bonus it brings the software = alias sketchbook pro.
FANTASTIC.......2007-02-26
This book is straight forward, easy to read, and a joy to follow along on the screen to. I am quite impressed with the attention to detail on each of the steps in this book. "Foundation" will give anybody who hasnt used a 3d package before the nessacary skills and information needed to follow on and create their own models.
6 out of 5 stars for such a good book.
(real name is my mothers, i am the one actually working through the book)
Book Description
This exceptional, full-color Maya Press title -- produced by Alias, the software's creators -- offers a brand-new approach to teaching modeling and animation using the characters from the Academy Award-winning short film The ChubbChubbs. You'll find instructor-led tutorials, scene files, artist interviews, and Maya Personal Learning Edition on the enclosed DVD.
Customer Reviews:
An Interactive Way to Learn Maya.......2007-05-07
This book was a great way to learn the concepts of Maya. It is colorful and engaging. The book uses fun examples to teach the reader about creating animations.
This book starts out with basic concepts and runs up all the way into complicated animation details. It would be a great book for any level - but absolutely perfect for someone starting out, and looking to become a Maya pro.
worst....guidebook.....ever..............2007-03-28
horrible. as some have said, names are misused, images are confusing,
greatly lacking in explanation. i've been banging my head against this thing for two and a half weeks and i give up. clunky workflow examples and frankly outdated pipeline. anyone interested in a book like this would do themselves a favor by checking out Gnomon Studios or Digital Tutors. they present more sophisticated and intuitive workflows. save your money and use the manual that came with your software as reference with the video guides available from the above mentioned companies. it'll save you from the inevitable ulcers Learning Maya 7 will cause. p.s. been using EIAS since '95. Not new to this game. hope the review helps.
Apparently quite good.......2007-01-09
I gave this as a gift, but the recipient told me it's an excellent resource and well worth the investment
Good for Starters.......2007-01-04
This book was used in my Intermediate 3d Animation course and it's pretty good for the basics of rigging a bipedal character. However, the book tends to be inconsistent with some of its naming conventions for certain bones while rigging, which could confuse a beginner. For example, when they go through and tell you to name all your bones, they tell you to name the "knee" joint "up leg", then a few chapters later, they refer to it as the "knee joint" instead of "up leg."
Perfect.......2006-08-17
This is exactly what i was looking for, i think this is an amazing book if you want to learn....you have to get it.
Book Description
Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues. As John Coné, former chief learning officer of Dell Computers, suggests, “Anyone who wants to lead or even succeed in our profession would do well to read this book.”
Download Description
Designed for learning professionals and drawing on both game creators and instructional designers, Learning by Doing explains how to select, research, build, sell, deploy, and measure the right type of educational simulation for the right situation. It covers simple approaches that use basic or no technology through projects on the scale of computer games and flight simulators. The book role models content as well, written accessibly with humor, precision, interactivity, and lots of pictures. Many will also find it a useful tool to improve communication between themselves and their customers, employees, sponsors, and colleagues. As John Con, former chief learning officer of Dell Computers, suggests, & Anyone who wants to lead or even succeed in our profession would do well to read this book.
Customer Reviews:
Learning By Doing.......2007-06-02
Although Aldrich provides a good guide with an overall view of pitfalls or benefits of serious games, I did not think there was enough depth in design and effective learning techniques for my research needs. For an HR or training professional who wants to get an extensive overview in this field, this book would be very useful.
highest recommendations as an introduction to the most current research and pedagogy in educational technology.......2007-04-18
In 1985, I started developing educational computer simulations in DOS on the IBM PC. Since that time I have been involved in every new form of educational technology.... touchscreen, videodisc, CD-ROM, internet. For the last 8 years I have been consulting in corporate training. To try to stay smart, I read everything I can get my hands on.
After reading Learning by Doing by Clark Aldrich, I am completly blown away. Clark is a genius. This book is relavent and puts into context everything I have been doing for 22 years.
This book captures in a fun, easy to read informative style, both the pedagogy and technology for creating state of the art e-learning experiences.
I have never been motivated to write an Amazon review before, but I can't over emphasize my enthusiasm for this book. I have already had several of my clients buy this book. The book is well researched and completely current with latest trends and advancements. The use of bullet lists and charts/ diagrams is very helpful. The index is more comprehensive and complete than any book I have ever seen. Clark's editorial comments are right on target.
The book is not a dense encyclopedia, so if that is what you are looking for then supplement your library with some of the other current titles on blended learning. I give this book my highest recommendations as an introduction/ overview to the most current research and pedagogy in the use of educational technology for corporate training.
I especially recommend this book for corporate trainers who are trying to figure out how to evolve from instructor led to a blended learning paradigm.
Read this book second.......2005-12-08
I just finished reading "Learning By Doing" from cover to cover. Those who are practicing in this field will want to read this book to learn of techniques that might not be readily apparent such as branching stories and interactive spreadsheets. I would recommend that they read "What Video Games Have to Teach Us About Learning and Literacy" by James Paul Gee first, however, as I found the writing style of "Learning By Doing" a little sparse, like fleshed out bullet point slides. It is clear, though, that the author has a lot of experience in this topic and his book is a contribution to the field.
Another Winner by Clark.......2005-10-30
It is no secret that "conventional eLearning" is not as engaging, interactive and interesting-and therefore also not as effective-as it should be. And we know that even current technology has the potential to do much more for "eLearning," or "technology-enabled learning" than we see today. And the rate of change in most technology is accelerating rather than slowing. It is the future potential that excites most of us who are involved in learning technology.
Games and simulations (G&S) is clearly one of the most interesting and exciting areas of learning technology and undoubtedly will play a big part of "next generation (e)Learning," whether in schools, universities, government or industry. This is now being recognized, and evidenced by the growing number of "conferences-within-conferences" (seen most recently at the Training Fall Conference and Expo in Long Beach) or the Serious Games Summit in WDC-to mention just two-dedicated to the topic of G&S.
Clark's book is a most welcome addition to the growing literature covering G&S-and it is a book I highly recommend for anyone interested in learning technology. And if you are involved in some way in learning and training, you cannot avoid technology and if you want to be conversant and be ready to make (smart) decisions on issues that undoubtedly will soon come your way, if they have not already, the ROI on the money spent on Clark's book will no doubt be great.
Clark is a highly respected analyst-with a long history of insightful writing on learning and learning technology (which thousands of practitioners and analysts have enjoyed for a number of years)-as well as a simulation developer, and a business executive (leading Simulearn). Few others can equal his credentials in the area of learning technology so even before the book arrived in my mailbox I knew that this would be one I would enjoy and find very useful. It did not disappoint me.
Not only is it well written but it is a very nice combination of the following:
-- Clear analysis of different types of G&S. This is very useful as it will help future discussion and dialog and reduce the confusion that results when people think they are talking about the same things but in fact are not. Even if one does not agree with Clark's taxonomy he is nevertheless doing us a service by stimulating a richer dialog around these issues.
-- Lots of good examples. Especially for readers interested in using G&S in their organizations, and therefore need to understand the practical side of G&S, Clark's book is very useful as it provides a range of different examples covering the different types of G&S discussed in the book. The examples come from different types of users and sectors, and few application areas exist where G&S could not be highly useful.
-- Challenges that lie ahead. Because of Clark's varied background he is very well positioned to reflect on the challenges that lie ahead and to give a realistic assessment of where we are heading with G&S. As with other analysts, like Clark Quinn, for instance, Aldrich recognizes that the future for G&S is no cakewalk. It is very hard-and often costly-to build high quality, customized simulations, for instance, as Clark learned when he built Virtual Leader. But as tools and technology improve, as more vendors compete and offer better products, and as buyers recognize the benefits of G&S (See the excellent work by James Gee at the Games and Professional Practice Simulations at the Academic ADL Co-lab, for instance) and demand thus accelerates, "effective cost" per user (nominal cost normalized by learning effectiveness) will no longer be a major adoption barrier.
Clark is also one of the most popular speakers on the conference circuit so once you have read his book you will have more to talk to him about when you meet him at one or more of the upcoming events where he will speak.
Eilif Trondsen, Ph.D.
Director
Learning on Demand Program
SRI Consulting Business Intelligence
(...)
Aldrich Framework Extends to Assessment.......2005-09-17
[...]
I really enjoyed "Learning by Doing" Clark. Your frame of thinking helps place things into a space for mulling over the possibilities. I noticed the big "we have no idea" at the end of the interviews on the question of measuring the effectiveness. That is a big challenge, and I think the way there is already being constructed by Mislevy and others in the "adaptive testing" arena - but instead of giving an adaptive test, we'll just make an unobtrusive observation using the same rigorous theory base without hurting the playability, fun, sim aspects.
What you called the "universal truths" (I wasn't as convinced about sticking it in the intersection of games and sims) are also called "generic structures" in the systems dynamics literature - you probably know that. It makes one wonder if in the authoring environments of the future, those structures will be facilitated through wizards to help people build games and sims. With a few critical questions, the agent could "fill-in" a generic structure to some extent...including capturing the causal chains of events (e.g. what happens first?, when that goes up what does it do to the second thing?).
I really like the clarity of the framework of "sim, game, pedagogy" crossed with "systems, cyclical, linear" and also the idea that sims allow-uses discovery/practice, games allows-uses testing/softening and pedagogy allows-uses presentation/support. The Mislevy (et al) assessment model has four parts: task model (a bit like the sim in that it is the model of everything that the user could be doing, sets the context and expectation), user model (a bit like the game in that it models in clear computational terms what the "winning" user will be doing), the evidence model and presentation layer (collects data, makes judgements about what the user knows, and selects the next item to present to the user). The presentation layer is a bit mechanical...so really the three essential parts of any assessment are the task, user and evidence models, which I think can be brought into a useful alignment with your framework - in order to go after that issue about metrics of effectiveness.
Another thing your model makes me think of is that on the content type side, cyclical contains linear and is contained by systems. e.g. systems models have both linear and cyclic causal relationships, simple cycles are first created by two linear relatinships that bounce back to each other...and curvilinear paths of many kinds are essentially linear at the microscopic level. So that leads me to wonder (and I think your chapters make this point) that pedagogy is contained in games (i.e. games teach) and are contained by sims (i.e. sims can be fun, have prefered goal states like "winning" or "succeeding", use scores, give feedback. etc.) These metaphors might break down on some issues, but they're giving me pause to reflect and relate to your framework.
Average customer rating:
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Fantasia en movimiento/ Fantasy in Movement: Juegos Y Actividades Para El Desarrollo Psicomotor/ Games and Activities For the Psychomotor Development (Aprendiendo ... Con El Cuerpo/ Learning With the Body)
Nayeli Diaz Bolio
Manufacturer: Limusa Noriega Editores
ProductGroup: Book
Binding: Paperback
Preschool & Kindergarten
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Accessories:
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Braun IRT 4020 ThermoScan Ear Thermometer
ASIN: 968185991X |
Book Description
One of America's most well-respected professors of education looks at the good that can come from playing video games-even violent ones. James Paul Gee is interested in the cognitive development that can occur when someone is trying to escape a maze, find a hidden treasure and, even, blast away an enemy with a high-powered rifle. Talking about his own video-gaming experience learning and using games as diverse as Lara Croft and Arcanum, Gee looks at major specific cognitive activities, from how individuals develop a sense of identity, to how one grasps meaning, picks a role model, or perceives the world. This is a ground-breaking book that takes up a new electronic method of education and shows the positive application it has for learning.
Customer Reviews:
Makes me regret not playing more video games.......2007-04-16
I'd always sort of believed the "video games are a waste of time" thing just because I'd heard it so much. This book is good but I couldn't understand all the technical stuff but I think I got the just of it. I actually had to write a persuasive essay on the HSPA (High School Profficiancy Assessment) agreeing or disagreeing with the hypothetical decision of some kind of governmental authority (I forget which one, congress maybe?) to ban all noneducational video games. I'd read the first few pages of the book and it helped. Now I regret ever believing that waste of time stuff.
Good for research, not so much for general reading........2007-01-16
First of all, this book is not written as a general public book, it is written much more in the vein of a college graduate's analysis. Heavy discussion of the effects of video games on the semiotic domain underpin the analysis. That being said, this book is a good analysis of the effects of video games on those that play them.
If you want a general public analysis of the effects of entertainment (and video games) on people, check out Steven Johnson's "Everything Bad is Good For You." This book is a deeper analysis of part of Steven Johnson's book, so it might be best as a follow-up purchase.
My biggest complaint about James Paul Gee's book is more with the copy editor and publisher. There are so many poorly written or incorrectly written sentences that should have been caught and corrected. It really affects the perceptions about the book's research.
Provocative and balanced.......2007-01-10
Great book and delightful read. If you are a teacher or work in education to help direct new initiatives with technology and learning, you should read this.
Too long, too wordy, not worth the effort.......2006-12-16
Not sure why the author who does make some good points, couldn't find a way to express those without trying to sound important. The writing style got between his message (which was interesting) and his delivery. I finished it, got some value, but in comparison to other authors, this was a letdown.
Insightful discussion of a complex social text.......2006-09-18
James Paul Gee, a pre-eminant researcher into video games and their relationship to education and learning, offers a clear and insightful discussion as to the educational potential of video games. His opening statement that he will even look for the positives in violent video games, lays the groundwork for his enthusiastic praise of these textual forms. His discussion of identity, community and the social nature of knowledge, opens up a wide variety of connections with other theories and approaches that see learning and literacy as intimately linked to human social experience. The nature of video games as cultural texts is what enables them to be such rich resources for learning. Drawn from his own experiences and those of many young people, this critical engagement with the debates surrounding video games, is essential reading for anyone reading or researching in areas of educational innovation.
Average customer rating:
- Great cards!
- Real-life images of stuffed animals
- Drool Resistant
- Son Sparkled. Mom Sparkled Too!
- these cards are a perfect learning tool for toddlers
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Baby Einstein: Language Discovery Cards (Baby Einstein)
Julie Aigner-clark
Manufacturer: Hyperion
ProductGroup: Book
Binding: Cards
Words
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| Frog and Toad
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Baby Einstein: Seasons Discovery Cards (Baby Einstein)
ASIN: 1892309203
Release Date: 2003-02-10 |
Product Description
Baby Einstein Language Flash Cards. Ages: from 1 year. 29 full-color cards. Baby Einstein Language Discovery Cards are made from sturdy, durable cardboard and are laminated to ensure years of use. The front of each card contains a color photograph and a w
Customer Reviews:
Great cards!.......2007-08-24
I do not feel that you need the video (though we do have it) to get the full use of these cards. I have never once used them at the same time as the video, though I believe they do get reinforced while watching it. I have been using them with our daughter since she was
<1yo. She is now 18 months and can say every one on there (either by name or sound, depending on what I have taught her). Additionally, I can scatter them in a pile, and she can pick out the ones I call to her. When I say, "Let's do cards.", she goes running to them right away. We really like them. The cards are colorful, very sturdy and a great development tool in my opinion.
Real-life images of stuffed animals.......2007-07-28
First, let me say that my child is a big fan of the Baby Einstein dvds. They do have educational value and are generally well done. The description of the flash cards includes the following "Each beautifully illustrated card features real-life images...". What about 50% of the cards featured were "real-life images" of stuffed animals. I expected a photo of a cow, pig, rooster, etc. There were photos or photo-realistic images of the fruits, but not of the animals. It was like a catalog for the toys used in the videos. I was very disappointed.
Drool Resistant.......2007-05-14
My husband and I purchased these cards for our 9-month old son. We figured the cards would be a learning toy that would entertain him for many months to come. Our baby is really intrigued by the cards - mouthing them and enjoying the brightly colored images on the cards. The cards are printed on heavy laminated stock and have, so far, withstood drool and teething bites.
I can see us inventing many different games with the cards as he gets older. And the back of each card gives you (simple) suggestions of questions to ask your child (example: flower - "Flowers smell nice. Show me how you smell a flower.")
I hesitate to give the cards a 5-Star rating because of two issues. 1. I would prefer the animal images on the cards be actual objects instead of stuffed animals (example: a photo of a real duck would be more educational than a picture of a stuffed animal duck). 2. On the back of every card, it tells which Baby Einstein video the image is first introduced. I am not sure why this info is important...other than it serves to promote their videos. To me, it comes across as an ad and turns me off a bit (but that's just me).
Son Sparkled. Mom Sparkled Too!.......2007-03-18
We love these cards! By we, I mean our entire family. I purchased these for my 18 month old. We already had the video and was delighted with it, and I thought these would be a great extension to further explore other languages. My son absolutely beamed over the pictures, espicially the peas, the dog, and the firetruck. I love that I'm learning with him, and it is easy because the pronunciations are spelled out in a way that is easy to understand. He knows over half of the cards in Spanish by now. Additionally, and unforseen, my eighteen year old and her boyfriend like to hold the cards up and try to pronounce the words in all of the languages: Spanish, French, Russian, German, Hebrew, Japanese. They laugh as they are learning. It is great interaction for all of us!
these cards are a perfect learning tool for toddlers.......2007-02-18
I got these cards because my little girl is still not talking. On the first day I recieved these, her eyes lit up when she saw the bright pictures and she really enjoyed them. I have trouble getting her attention and these cards worked instantly. I think that these cards are a great teaching tool for parents of toddlers. She is well on her way. I would highly recommend these. =)
Book Description
This companion volume to The Out-of-Sync Child presents activities that parents of kids with Sensory Integration Dysfunction can do at home with their child to strengthen their child's abilities-and have some fun together along the way.
Customer Reviews:
helpful, but..........2007-04-25
I highly recommend the book "The Highly Sensitive Child" by Elaine Aron to get a different perspective (more positive) on the out of sync child.
The Out of Sync Child has fun.......2006-11-03
This is an excellent book for teachers and parents! It provides useful and very important information to work and deal with kids with sensory integration disorder
Very useful book.......2006-08-08
As a teacher I found that this book had many fun and functional activities. I do wish this book had more activities for older (teenage) students with moderate to severe disabilities; but, a great book overall.
Best Book for Sensory Integration out there!!.......2006-03-10
I *LOVED* this book. It was such a quick read that I got through it in two days, *with* two kids underfoot, but there certainly was no lack in valuable content to read. This has transformed the way that I understand and work with my daughter, and she has had a diagnosis for sensory integration disorder for years! I reccommend this to *any* parent, even those without sensory kids....
Best resource for activities I've found!.......2006-03-03
I found this book very helpful for use in my field as a social worker who works with children and adolescents, not just with sensory issues, but across a wide spectrum of issues. This book offers MANY activities targeting children of all ages and with diverse interests, and I have also found it helpful to recommend to parents as options for activities to entertain their kids with!
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- The Proper Care and Feeding of Marriage
- The Secret of the Minstrel's Guitar (The Dana Girls, 5)
- The Ultimates, Vol. 1
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- We're All Doing Time: A Guide to Getting Free
- What About Me? A Guide for Men Helping Female Partners Deal with Childhood Sexual Abuse
- What I Believe
- Where the Wild Things Are (Caldecott Collection)
- White Lies (The Arcane Society, Book 2)
Books Index
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