101 brain teasers challenge kids to think and learn. Ages 6-9, 101 slips, 3" recyclable plastic screwtop jar.
Kids master key concepts while having fun! Based on national standards, this unique book contains over 200 educational activities that teach young learners everything from the alphabet, numbers, colors and shapes to counting money, rhyming and telling time.
REVIEW EXCERPTS FROM JOHN GREEN, AMAZON TOP 1000 REVIEWER, VINE VOICE:"...this was funny! And I don't just mean "heh, got in a good one" funny, more like "lol- they nailed it" funny...this is a YA parody there's no actual shagging going on, but...it's pretty comical! ...some very witty satire here...it'll put a smile on your face."DESCRIPTION: Phatness Evermean finds herself volunteering for the Games on Infinite Justice Day (slogan: Sticking It To The Revolting Districts For Infinity) -- only to be partnered with clever, Kneader Malarky. (You could almost believe he's a decent human being, if there was such a thing in PanAm.) Phatness trusts no one except perhaps, her hunting partner, Windy, and her Games stylist, Sinner. (Where would a girl be if she didn't have a stylist she could trust?)Kneader turns out to be a boy to die for -- but the one person who really needs to understand this, hasn't got a clue. But, that Malarky boy is a clever one. He just may win Phatness's companionship...one way or another. (Watch out Phatness, you may be outmatched!) Phatness exudes a beauty heretofore unknown to the Capitol District, adding an entirely new dimension to the H. Unger Games (named for the persnickety inventor of the Games, Helix Unger). There's no need for real arrows when cupid's are so much more accurate and just as deadly.(While the content is sometimes suggestive, there is no sex in this parody, not that parents who would let their kids read such violent books as "The Hunger Games" would care.)"The best Hunger Games parody out there...though that's not saying much," Effin Ijiot.,
This book is a great book for kids from 7-10 years old! This book is also a great read aloud for younger kids.
In this timely new book, Christopher Paul analyzes how the words we use to talk about video games and the structures that are produced within games shape a particular way of gaming by focusing on how games create meaning, lead to identification and division, persuade, and circulate ideas. Paul examines the broader social discourse about gaming, including: the way players are socialized into games; the impact of the lingering association of video games as kid's toys; the dynamics within specific games (including Grand Theft Auto and EA Sports Games); and the ways in which players participate in shaping the discourse of games, demonstrated through examples like the reward system of World of Warcraft and the development of theorycraft. Overall, this book illustrates how video games are shaped by words, design and play; all of which are negotiated, ongoing practices among the designers, players, and society that construct the discourse of video games.