Author: Steven J. Kirsh
Publisher: McFarland
ISBN: 1476673888
Category : Psychology
Languages : en
Pages : 273
Book Description
Parenting is difficult under the best of circumstances--but extremely daunting when humanity faces cataclysmic annihilation. When the dead rise, hardship, violence and the ever-present threat of flesh-eating zombies will adversely affect parents and children alike. Depending on their age, children will have little chance of surviving a single encounter with the undead, let alone the unending peril of the Zombie Apocalypse. The key to their survival--and thus the survival of the species--will be the caregiving they receive. Drawing on psychological theory and real-world research on developmental status, grief, trauma, mental illness, and child-rearing in stressful environments, this book critically examines factors influencing parenting, and the likely outcomes of different caregiving techniques in the hypothetical landscape of the living dead.
Parenting in the Zombie Apocalypse
Author: Steven J. Kirsh
Publisher: McFarland
ISBN: 1476673888
Category : Psychology
Languages : en
Pages : 273
Book Description
Parenting is difficult under the best of circumstances--but extremely daunting when humanity faces cataclysmic annihilation. When the dead rise, hardship, violence and the ever-present threat of flesh-eating zombies will adversely affect parents and children alike. Depending on their age, children will have little chance of surviving a single encounter with the undead, let alone the unending peril of the Zombie Apocalypse. The key to their survival--and thus the survival of the species--will be the caregiving they receive. Drawing on psychological theory and real-world research on developmental status, grief, trauma, mental illness, and child-rearing in stressful environments, this book critically examines factors influencing parenting, and the likely outcomes of different caregiving techniques in the hypothetical landscape of the living dead.
Publisher: McFarland
ISBN: 1476673888
Category : Psychology
Languages : en
Pages : 273
Book Description
Parenting is difficult under the best of circumstances--but extremely daunting when humanity faces cataclysmic annihilation. When the dead rise, hardship, violence and the ever-present threat of flesh-eating zombies will adversely affect parents and children alike. Depending on their age, children will have little chance of surviving a single encounter with the undead, let alone the unending peril of the Zombie Apocalypse. The key to their survival--and thus the survival of the species--will be the caregiving they receive. Drawing on psychological theory and real-world research on developmental status, grief, trauma, mental illness, and child-rearing in stressful environments, this book critically examines factors influencing parenting, and the likely outcomes of different caregiving techniques in the hypothetical landscape of the living dead.
Well Played 3.0
Author: Et Al
Publisher: Lulu.com
ISBN: 1257858459
Category : Education
Languages : en
Pages : 348
Book Description
Following on Well Played 1.0 and 2.0, this book will also be full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors will analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create fulfilling a playing experience unique to this medium. Contributors will again be looking at video games, some that were covered in Well Played 1.0 and 2.0 as well as new ones, in order to provide a variety of perspectives on more great games.
Publisher: Lulu.com
ISBN: 1257858459
Category : Education
Languages : en
Pages : 348
Book Description
Following on Well Played 1.0 and 2.0, this book will also be full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors will analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create fulfilling a playing experience unique to this medium. Contributors will again be looking at video games, some that were covered in Well Played 1.0 and 2.0 as well as new ones, in order to provide a variety of perspectives on more great games.
Unlock Your Imagination
Author: DK
Publisher: Penguin
ISBN: 0744030552
Category : Juvenile Nonfiction
Languages : en
Pages : 162
Book Description
This exciting activity book for kids has over 250 ideas to keep them entertained and screen-free! Includes everything you need to play checkers, chess, and more! Way more. Whether it's a rainy day or a sunny afternoon, you'll find plenty to make, play, and do. There’s something in it for everyone. A good balance of creative and outdoor activities in one huge illustrated guide with board games included. With everything from writing a story to creating your own obstacle course or making paper airplanes to recycling, you'll be hard-pressed to find a child who can't find something to enjoy in this kids ebook. Packed with fun facts and rainy (or not so rainy) day activities, it's the perfect boredom buster for screen-free, on-the-go entertainment, nurturing children’s natural curiosity and imagination. While there are activities that might require purchasing some craft supplies, plenty only requires your imagination or things that you can find around the house or garden. What's great is that it's designed to encourage children to put their own spin on anything they try in some way or another. What sets this educational book apart is the box at the back with everything you need to play checkers, chess, and snakes-and-ladders. The playing pieces are made from card, and you get to build the dice yourself. Some activities require an adult to join in on the fun, but overall, it gives a lot of freedom and gender-neutral fun. Get creative and even dramatic to build confidence and bust boredom in many different ways. Never Be Bored Again! This ebook contains more than 250 awesome things for you to make and do. Put down your electronic device and unleash the power of your brain with challenges, crafts, creative learning, and oh-so-many cool games for kids. Put on a play - write the script, make props, and more. Play some of the cool road trip games like I-Spy and storytelling. Perform magic tricks, write a song, discover all the different games you can play with a frisbee. The list goes on! With so many fun activities for kids to try, here is a small taste of what you'll get up to: - Write a story - Make a bee hotel - Create an obstacle course - Learn some super cool illusions - Invent a board game of your own design - And much, much more!
Publisher: Penguin
ISBN: 0744030552
Category : Juvenile Nonfiction
Languages : en
Pages : 162
Book Description
This exciting activity book for kids has over 250 ideas to keep them entertained and screen-free! Includes everything you need to play checkers, chess, and more! Way more. Whether it's a rainy day or a sunny afternoon, you'll find plenty to make, play, and do. There’s something in it for everyone. A good balance of creative and outdoor activities in one huge illustrated guide with board games included. With everything from writing a story to creating your own obstacle course or making paper airplanes to recycling, you'll be hard-pressed to find a child who can't find something to enjoy in this kids ebook. Packed with fun facts and rainy (or not so rainy) day activities, it's the perfect boredom buster for screen-free, on-the-go entertainment, nurturing children’s natural curiosity and imagination. While there are activities that might require purchasing some craft supplies, plenty only requires your imagination or things that you can find around the house or garden. What's great is that it's designed to encourage children to put their own spin on anything they try in some way or another. What sets this educational book apart is the box at the back with everything you need to play checkers, chess, and snakes-and-ladders. The playing pieces are made from card, and you get to build the dice yourself. Some activities require an adult to join in on the fun, but overall, it gives a lot of freedom and gender-neutral fun. Get creative and even dramatic to build confidence and bust boredom in many different ways. Never Be Bored Again! This ebook contains more than 250 awesome things for you to make and do. Put down your electronic device and unleash the power of your brain with challenges, crafts, creative learning, and oh-so-many cool games for kids. Put on a play - write the script, make props, and more. Play some of the cool road trip games like I-Spy and storytelling. Perform magic tricks, write a song, discover all the different games you can play with a frisbee. The list goes on! With so many fun activities for kids to try, here is a small taste of what you'll get up to: - Write a story - Make a bee hotel - Create an obstacle course - Learn some super cool illusions - Invent a board game of your own design - And much, much more!
The Transatlantic Zombie
Author: Sarah J. Lauro
Publisher: Rutgers University Press
ISBN: 0813568854
Category : Art
Languages : en
Pages : 284
Book Description
Our most modern monster and perhaps our most American, the zombie that is so prevalent in popular culture today has its roots in African soul capture mythologies. The Transatlantic Zombie provides a more complete history of the zombie than has ever been told, explaining how the myth’s migration to the New World was facilitated by the transatlantic slave trade, and reveals the real-world import of storytelling, reminding us of the power of myths and mythmaking, and the high stakes of appropriation and homage. Beginning with an account of a probable ancestor of the zombie found in the Kongolese and Angolan regions of seventeenth-century Africa and ending with a description of the way, in contemporary culture, new media are used to facilitate zombie-themed events, Sarah Juliet Lauro plots the zombie’s cultural significance through Caribbean literature, Haitian folklore, and American literature, film, and the visual arts. The zombie entered US consciousness through the American occupation of Haiti, the site of an eighteenth-century slave rebellion that became a war for independence, thus making the figuration of living death inseparable from its resonances with both slavery and rebellion. Lauro bridges African mythology and US mainstream culture by articulating the ethical complications of the zombie as a cultural conquest that was rebranded for the American cinema. As The Transatlantic Zombie shows, the zombie is not merely a bogeyman representing the ills of modern society, but a battleground over which a cultural war has been fought between the imperial urge to absorb exotic, threatening elements, and the originary, Afro-diasporic culture’s preservation through a strategy of mythic combat.
Publisher: Rutgers University Press
ISBN: 0813568854
Category : Art
Languages : en
Pages : 284
Book Description
Our most modern monster and perhaps our most American, the zombie that is so prevalent in popular culture today has its roots in African soul capture mythologies. The Transatlantic Zombie provides a more complete history of the zombie than has ever been told, explaining how the myth’s migration to the New World was facilitated by the transatlantic slave trade, and reveals the real-world import of storytelling, reminding us of the power of myths and mythmaking, and the high stakes of appropriation and homage. Beginning with an account of a probable ancestor of the zombie found in the Kongolese and Angolan regions of seventeenth-century Africa and ending with a description of the way, in contemporary culture, new media are used to facilitate zombie-themed events, Sarah Juliet Lauro plots the zombie’s cultural significance through Caribbean literature, Haitian folklore, and American literature, film, and the visual arts. The zombie entered US consciousness through the American occupation of Haiti, the site of an eighteenth-century slave rebellion that became a war for independence, thus making the figuration of living death inseparable from its resonances with both slavery and rebellion. Lauro bridges African mythology and US mainstream culture by articulating the ethical complications of the zombie as a cultural conquest that was rebranded for the American cinema. As The Transatlantic Zombie shows, the zombie is not merely a bogeyman representing the ills of modern society, but a battleground over which a cultural war has been fought between the imperial urge to absorb exotic, threatening elements, and the originary, Afro-diasporic culture’s preservation through a strategy of mythic combat.
STEM to Story
Author: 826 National
Publisher: John Wiley & Sons
ISBN: 1119001021
Category : Education
Languages : en
Pages : 342
Book Description
Bring STEM to life for students with zombies, rockets, celebrities, and more STEM to Story: Enthralling and Effective Lesson Plans for Grades 5-8 inspires learning through fun, engaging, and meaningful lesson plans that fuse hands-on discovery in science, technology, engineering, and math (STEM) with creative writing. The workshop activities within the book are the innovative result of a partnership between 826 National's proven creative writing model and Time Warner Cable's Connect a Million Minds, an initiative dedicated to connecting young people to the wonders of STEM through hands-on learning. Authentically aligned with both the Common Core State Standards and the Next Generation Science Standards, this book provides teachers, after-school and out-of-school providers, and parents with field-tested lessons, workshops, and projects designed by professionals in each field. Including reflective observations by arts and science celebrities like Jon Scieszka, Mayim Bialik, and Steve Hockensmith, lessons feature bonus activities, fun facts, and teaching points for instructors at every level. These quirky, exploratory lessons will effectively awaken student imaginations and passions for both STEM and creative writing, encourage identity with scientific endeavors, and make both science and writing fun. Grades five through eight is the critical period for engaging students in STEM, and this book is designed specifically to appeal to – and engage – this age group. The guided curricula fosters hands-on discovery, deep learning, and rich inquiry skills while feeling more like play than school, and has proven popular and effective with both students and teachers. Awaken student imagination and get them excited about STEM Fuse creative writing with STEM using hands-on activities Make scientific principles relevant to students' lives Inspire students to explore STEM topics further The demand for STEM workers is closely linked to global competitiveness, and a successful future in STEM depends upon an early introduction to the scientific mindset. The challenge for teachers is to break through students' preconceptions of STEM fields as "hard" or "boring," to show them that STEM is everywhere, it's relevant, and it's loads of fun. For proven lesson plans with just a dash of weird, STEM to Story is a dynamic resource, adaptable and applicable in school, after school, and at home.
Publisher: John Wiley & Sons
ISBN: 1119001021
Category : Education
Languages : en
Pages : 342
Book Description
Bring STEM to life for students with zombies, rockets, celebrities, and more STEM to Story: Enthralling and Effective Lesson Plans for Grades 5-8 inspires learning through fun, engaging, and meaningful lesson plans that fuse hands-on discovery in science, technology, engineering, and math (STEM) with creative writing. The workshop activities within the book are the innovative result of a partnership between 826 National's proven creative writing model and Time Warner Cable's Connect a Million Minds, an initiative dedicated to connecting young people to the wonders of STEM through hands-on learning. Authentically aligned with both the Common Core State Standards and the Next Generation Science Standards, this book provides teachers, after-school and out-of-school providers, and parents with field-tested lessons, workshops, and projects designed by professionals in each field. Including reflective observations by arts and science celebrities like Jon Scieszka, Mayim Bialik, and Steve Hockensmith, lessons feature bonus activities, fun facts, and teaching points for instructors at every level. These quirky, exploratory lessons will effectively awaken student imaginations and passions for both STEM and creative writing, encourage identity with scientific endeavors, and make both science and writing fun. Grades five through eight is the critical period for engaging students in STEM, and this book is designed specifically to appeal to – and engage – this age group. The guided curricula fosters hands-on discovery, deep learning, and rich inquiry skills while feeling more like play than school, and has proven popular and effective with both students and teachers. Awaken student imagination and get them excited about STEM Fuse creative writing with STEM using hands-on activities Make scientific principles relevant to students' lives Inspire students to explore STEM topics further The demand for STEM workers is closely linked to global competitiveness, and a successful future in STEM depends upon an early introduction to the scientific mindset. The challenge for teachers is to break through students' preconceptions of STEM fields as "hard" or "boring," to show them that STEM is everywhere, it's relevant, and it's loads of fun. For proven lesson plans with just a dash of weird, STEM to Story is a dynamic resource, adaptable and applicable in school, after school, and at home.
Rejuvenile
Author: Christopher Noxon
Publisher: Crown
ISBN: 1400080894
Category : Social Science
Languages : en
Pages : 290
Book Description
Once upon a time, boys and girls grew up and set aside childish things. Nowadays, moms and dads skateboard alongside their kids and download the latest pop-song ringtones. Captains of industry pose for the cover of BusinessWeek holding Super Soakers. The average age of video game players is twenty-nine and rising. Top chefs develop recipes for Easy-Bake Ovens. Disney World is the world’s top adult vacation destination (that’s adults without kids). And young people delay marriage and childbirth longer than ever in part to keep family obligations from interfering with their fun fun fun. Christopher Noxon has coined a word for this new breed of grown-up: rejuveniles. And as a self-confessed rejuvenile, he’s a sympathetic yet critical guide to this bright and shiny world of people who see growing up as “winding down”—exchanging a life of playful flexibility for anxious days tending lawns and mutual funds. In Rejuvenile, Noxon explores the historical roots of today’s rejuveniles (hint: all roads lead to Peter Pan), the “toyification” of practical devices (car cuteness is at an all-time high), and the new gospel of play. He talks to parents who love cartoons more than their children do, twenty-somethings who live happily with their parents, and grown-ups who evangelize on behalf of all-ages tag and Legos. And he takes on the “Harrumphing Codgers,” who see the rejuvenile as a threat to the social order. Noxon tempers stories of his and others’ rejuvenile tendencies with cautionary notes about “lost souls whose taste for childish things is creepy at best.” (Exhibit A: Michael Jackson.) On balance, though, he sees rejuveniles as optimists and capital-R Romantics, people driven by a desire “to hold on to the part of ourselves that feels the most genuinely human. We believe in play, in make believe, in learning, in naps. And in a time of deep uncertainty, we trust that this deeper, more adaptable part of ourselves is our best tool of survival.” Fresh and delightfully contrarian, Rejuvenile makes hilarious sense of this seismic culture change. It’s essential reading not only for grown-ups who refuse to “act their age,” but for those who wish they would just grow up.
Publisher: Crown
ISBN: 1400080894
Category : Social Science
Languages : en
Pages : 290
Book Description
Once upon a time, boys and girls grew up and set aside childish things. Nowadays, moms and dads skateboard alongside their kids and download the latest pop-song ringtones. Captains of industry pose for the cover of BusinessWeek holding Super Soakers. The average age of video game players is twenty-nine and rising. Top chefs develop recipes for Easy-Bake Ovens. Disney World is the world’s top adult vacation destination (that’s adults without kids). And young people delay marriage and childbirth longer than ever in part to keep family obligations from interfering with their fun fun fun. Christopher Noxon has coined a word for this new breed of grown-up: rejuveniles. And as a self-confessed rejuvenile, he’s a sympathetic yet critical guide to this bright and shiny world of people who see growing up as “winding down”—exchanging a life of playful flexibility for anxious days tending lawns and mutual funds. In Rejuvenile, Noxon explores the historical roots of today’s rejuveniles (hint: all roads lead to Peter Pan), the “toyification” of practical devices (car cuteness is at an all-time high), and the new gospel of play. He talks to parents who love cartoons more than their children do, twenty-somethings who live happily with their parents, and grown-ups who evangelize on behalf of all-ages tag and Legos. And he takes on the “Harrumphing Codgers,” who see the rejuvenile as a threat to the social order. Noxon tempers stories of his and others’ rejuvenile tendencies with cautionary notes about “lost souls whose taste for childish things is creepy at best.” (Exhibit A: Michael Jackson.) On balance, though, he sees rejuveniles as optimists and capital-R Romantics, people driven by a desire “to hold on to the part of ourselves that feels the most genuinely human. We believe in play, in make believe, in learning, in naps. And in a time of deep uncertainty, we trust that this deeper, more adaptable part of ourselves is our best tool of survival.” Fresh and delightfully contrarian, Rejuvenile makes hilarious sense of this seismic culture change. It’s essential reading not only for grown-ups who refuse to “act their age,” but for those who wish they would just grow up.
Recess
Author: Ben Applebaum
Publisher: Chronicle Books
ISBN: 1452146284
Category : Sports & Recreation
Languages : en
Pages : 245
Book Description
We could all use a break. This guide to the schoolyard games of childhood is “something special” (The Wall Street Journal). Remember recess? It was that refreshing break between classes that cleared the cobwebs, refreshed the mind, and got everyone moving. Recess is the ultimate illustrated guide to the best games of the playground, for inside or outside, kids or grownups. With detailed instructions, diagrams, and a can-do attitude, this fun guide includes the rules to more than 150 games and variations, including more than two dozen international games from schoolyards around the world, plus tips and strategies for winning! “Remember, your 30-year-old self isn’t quite as adept at dodging a ball as your 10-year-old self was, but spending your lunch hour at work playing in the parking lot is a lot better than catching up on your friends’ boring Facebook updates.” —Gizmodo
Publisher: Chronicle Books
ISBN: 1452146284
Category : Sports & Recreation
Languages : en
Pages : 245
Book Description
We could all use a break. This guide to the schoolyard games of childhood is “something special” (The Wall Street Journal). Remember recess? It was that refreshing break between classes that cleared the cobwebs, refreshed the mind, and got everyone moving. Recess is the ultimate illustrated guide to the best games of the playground, for inside or outside, kids or grownups. With detailed instructions, diagrams, and a can-do attitude, this fun guide includes the rules to more than 150 games and variations, including more than two dozen international games from schoolyards around the world, plus tips and strategies for winning! “Remember, your 30-year-old self isn’t quite as adept at dodging a ball as your 10-year-old self was, but spending your lunch hour at work playing in the parking lot is a lot better than catching up on your friends’ boring Facebook updates.” —Gizmodo
Play in a Covid Frame
Author: Anna Beresin
Publisher: Open Book Publishers
ISBN: 1800648944
Category : Social Science
Languages : en
Pages : 320
Book Description
During the international coronavirus lockdowns of 2020–2021, millions of children, youth, and adults found their usual play areas out of bounds and their friends out of reach. How did the pandemic restrict everyday play and how did the pandemic offer new spaces and new content? This unique collection of essays documents the ways in which communities around the world harnessed play within the limiting frame of Covid-19. Folklorists Anna Beresin and Julia Bishop adopt a multidisciplinary approach to this phenomenon, bringing together the insights of a geographically and demographically diverse range of scholars, practitioners, and community activists. The book begins with a focus on social and physical landscapes before moving onto more intimate portraits of play among the old and young, including coronavirus-themed games and novel toy inventions. Finally, the co-authors explore the creative shifts observed in frames of play, ranging from Zoom screens to street walls. This singular chronicle of coronavirus play will be of interest to researchers and students of developmental psychology, childhood studies, education, playwork, sociology, anthropology and folklore, as well as to toy, museum, and landscape designers. This book will also be of help to parents, professional organizations, educators, and urban planners, with a postscript of concrete suggestions advocating for the essential role of play in a post-pandemic world.
Publisher: Open Book Publishers
ISBN: 1800648944
Category : Social Science
Languages : en
Pages : 320
Book Description
During the international coronavirus lockdowns of 2020–2021, millions of children, youth, and adults found their usual play areas out of bounds and their friends out of reach. How did the pandemic restrict everyday play and how did the pandemic offer new spaces and new content? This unique collection of essays documents the ways in which communities around the world harnessed play within the limiting frame of Covid-19. Folklorists Anna Beresin and Julia Bishop adopt a multidisciplinary approach to this phenomenon, bringing together the insights of a geographically and demographically diverse range of scholars, practitioners, and community activists. The book begins with a focus on social and physical landscapes before moving onto more intimate portraits of play among the old and young, including coronavirus-themed games and novel toy inventions. Finally, the co-authors explore the creative shifts observed in frames of play, ranging from Zoom screens to street walls. This singular chronicle of coronavirus play will be of interest to researchers and students of developmental psychology, childhood studies, education, playwork, sociology, anthropology and folklore, as well as to toy, museum, and landscape designers. This book will also be of help to parents, professional organizations, educators, and urban planners, with a postscript of concrete suggestions advocating for the essential role of play in a post-pandemic world.
Investigating Zombies and the Living Dead
Author: Mary-Lane Kamberg
Publisher: Britannica Educational Publishing
ISBN: 1622758765
Category : Juvenile Nonfiction
Languages : en
Pages : 50
Book Description
For nearly a century, big-screen tales of zombies have fascinated viewers, shambling their way from horror films to action thrillers and comedies. In recent years, there have even been news reports of real zombie-like behavior. But few know the truth behind Haitian folklores biggest contribution to global imagination. These pages get to the bottom of the origins of the zombie legend and its changes and development over time. The possible sources of zombification, including tropical drugs and poisons, are examined, and real stories of zombies are debunked. Real or not, zombies have invaded pop culture and theres no escape.
Publisher: Britannica Educational Publishing
ISBN: 1622758765
Category : Juvenile Nonfiction
Languages : en
Pages : 50
Book Description
For nearly a century, big-screen tales of zombies have fascinated viewers, shambling their way from horror films to action thrillers and comedies. In recent years, there have even been news reports of real zombie-like behavior. But few know the truth behind Haitian folklores biggest contribution to global imagination. These pages get to the bottom of the origins of the zombie legend and its changes and development over time. The possible sources of zombification, including tropical drugs and poisons, are examined, and real stories of zombies are debunked. Real or not, zombies have invaded pop culture and theres no escape.
How Zombies Conquered Popular Culture
Author: Kyle William Bishop
Publisher: McFarland
ISBN: 0786495413
Category : Performing Arts
Languages : en
Pages : 237
Book Description
Since the early 2000s, popular culture has experienced a "Zombie Renaissance," beginning in film and expanding into books, television, video games, theatre productions, phone apps, collectibles and toys. Zombies have become allegorical figures embodying cultural anxieties, but they also serve as models for concepts in economics, political theory, neuroscience, psychology, computer science and astronomy. They are powerful, multifarious metaphors representing fears of contagion and doom but also isolation and abandonment, as well as troubling aspects of human cruelty, public spectacle and abusive relationships. This critical examination of the 21st-century zombie phenomenon explores how and why the public imagination has been overrun by the undead horde.
Publisher: McFarland
ISBN: 0786495413
Category : Performing Arts
Languages : en
Pages : 237
Book Description
Since the early 2000s, popular culture has experienced a "Zombie Renaissance," beginning in film and expanding into books, television, video games, theatre productions, phone apps, collectibles and toys. Zombies have become allegorical figures embodying cultural anxieties, but they also serve as models for concepts in economics, political theory, neuroscience, psychology, computer science and astronomy. They are powerful, multifarious metaphors representing fears of contagion and doom but also isolation and abandonment, as well as troubling aspects of human cruelty, public spectacle and abusive relationships. This critical examination of the 21st-century zombie phenomenon explores how and why the public imagination has been overrun by the undead horde.