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Books > Sport & Leisure > Hobbies, quizzes & games > General
The fifth Foxfire volume includes rain-making, blacksmithing, bear hunting, flintlock rifles, and more.
This volume presents new philosophical essays on a topic that's been neglected in most recent philosophy: games, sports, and play. Some contributions address conceptual questions about what games and sports have in common and that distinguishes them from other activities; here many take their start from Bernard Suits's celebrated analysis of game-playing in his book The Grasshopper and either elaborate it or propose an alternative to it. Other essays discuss normative issues that arise within games and sports, such as about fairness, for example in the treatment of male and female athletes. Yet others consider broader evaluative questions about the value of games and sports, which some see as enabling the display of distinctive excellences. Games, Sports, and Play includes a posthumous essay by Suits defending his claim, in The Grasshopper, that life in utopia would consist primarily in playing games. The volume's chapters approach the topic of games, sports, and play from different angles but always in the belief that there is rich terrain here for philosophical investigation.
From the team behind Computer Science for Fun (cs4fn), The Power of Computational Thinking shows that learning to think can be fascinating fun.Yes, and this book shows you how.Computational thinking has changed the way we all live, work and play. It has changed the way science is done too; won wars, created whole new industries and saved lives. It is at the heart of computer programming and is a powerful approach to problem solving, with or without computers. It is so important that many countries now require that primary school children learn the skills.Professors Paul Curzon and Peter McOwan of Queen Mary University of London have written a unique and enjoyable introduction. They describe the elements of computational thinking - such as algorithmic thinking, decomposition, abstraction and pattern matching - in an entertaining and accessible way, using magic tricks, games and puzzles, as well as through real and challenging problems that computer scientists work on.This book gives you a head start in learning the skills needed for coding, and will improve your real life problem solving skills. It will help you design and evaluate new technologies, as well as understand both your own brain and the digital world in a deeper way.
Take on the i-SPY challenge with 50 things to do to get closer to nature! Kids will have fun collecting points with activities to enjoy nature and help look after wildlife. From listening to birds to rolling down a hill, making a hedgehog house to planting a tree, they'll learn all about the natural world along the way. As well as activities, it is packed with facts, photos and things to spot that i-SPY fans will love. Once they've scored 1000 points, super-spotters can claim their official i-SPY certificate and badge. Plus there are extra eco points to be scored for doing something to help the planet. For even more fun outdoors check out i-SPY Seaside Challenge (ISBN 9780008529789).
You only have to change one life in order to change the world. The question is: Are you ready? Go Be Kind isn’t just a journal or another how-to guide to creating the life you want. It's a series of daily adventures that will help you rediscover the greatest human gift—kindness, which inspires interpersonal connection and is the most rewarding way to lead a more magnificent life. Created by Leon Logothetis, host of The Kindness Diaries on Netflix, this life-changing book is filled with highly classified missions, treasure hunts, dream dates, awkward moments, and daily adventures that are guaranteed to change your life. You will step outside of your comfort zone. You will become best friends with total strangers. Some of the adventures can be done while you’re falling asleep at night. Some of them will open your eyes to things you've never seen before. And all of them are really easy. It might take 28 ½ days. It might take 11. Or you can take all the time you need (the adventure is up to you). This adventure is about to change your life. And someone else's, too . . . Because once we start being kind, we realize that there is no faster way to happiness. It will change how you see the world, how you connect with other people, and how you connect with yourself. And it starts with you. Let’s do it. #gobekind
From the author of Wreck this Journal, Keri Smith's How to be an Explorer of the World is an invitation to rediscover the world around you. Artists and scientists analyze the world around them in surprisingly similar ways, by observing, collecting, documenting, analyzing, and comparing. In this captivating guided journal, readers are encouraged to explore their world as both artists and scientists. The mission Smith proposes? "To document and observe the world around you. As if you've never seen it before. Take notes. Collect things you find on your travels. Document findings. Notice patterns. Copy. Trace. Focus on one thing at a time. Record what you are drawn to." With a series of interactive prompts and a beautifully hand-illustrated two-colour package, readers will enjoy exploring and discovering the world through this gorgeous book.
A favorite play rhyme takes on super-duper proportions as two children create a table-sized sandwich from scratch. "The joyfully sketched pandemonium will enliven story hours and preschool introductions with a perennially pleasing chant".--Booklist. Full color.
Read Keri Smith's posts on the Penguin Blog
Get inspired by the fun, creative projects found in LEGO Technic Non-Electric Models: Compelling Contraptions. Each project uses colour-coded pieces and is illustrated with photographs taken from multiple angles, making it easy to see how the models are assembled.Compelling Contraptions features a variety of interesting mechanisms, including drawing devices, spinning tops, measuring tools, and stands for your phone or tablet. This visual guide is the brainchild of master builder Yoshihito Isogawa and is designed to fire the imaginations of LEGO builders young and old.
The seventh Foxfire volume presents traditions of mountain religious heritage, covering ministers, revivals, baptisms, gospel-singing, faith healing, camp meetings, snake handling, and more.
Wir alle kennen das - hier eine Kleinigkeit als mAgliches Mitbringsel eingekauft, dort das gA1/4nstige Sonderangebot fA1/4r einen neuen KA1/4chenhelfer mitgenommen und an den preisreduzierten Schuhen vorbeizugehen, hat auch nicht geklappt. Und schon hAufen sich Dinge an, die man nicht unbedingt braucht und die zu GerA1/4mpel werden. Jennifer FredeweA schArft Ihren Blick fA1/4r die Dinge um Sie herum, die Sie nicht mehr benAtigen. Und dann heiA t es ausmisten. Die Autorin zeigt die Vor- und Nachteile beim Ausmisten mit Freunden, der Familie, einem AufrAumcoach oder eine Facebook-Gruppe und gibt Tipps, wie Sie planvoll ausmisten, ohne schlechtes Gewissen, sich von Geschenk oder einem einmal liebgewonnenen Gegenstand zu trennen. Sie erfahren, welche Methode am besten zu Ihnen passt, wie Sie Raum fA1/4r Raum Ihre Wohnung ausmisten und wie Sie die aussortierten Dinge loswerden. Und auf einmal fAllt es ganz leicht Entscheidungen zu treffen und sich von A1/4berflA1/4ssigen Dingen zu trennen.
With one hand alcohol gives us some of the most fun times imaginable, especially when playing drinking games. With the other it delivers crushing headaches and nausea. Sometimes you question if it’s really worth the pain. “Hell yeah!†is the answer, particularly when you have these excellent restorative cures designed to send your hangover packing. Nothing beats a night on the booze, and what kick starts a party better than drinking games? Yes, they’re not big and they’re not clever, but they’re damn good fun. This handy guide contains over 25 of the best drinking games around. All you need to do is read the simple rules, grab some friends and start that fateful journey towards inebriation. BUT... what goes up must come down. So when you’re rubbing the sleep out of your eyes and the drool from the corners of your mouth, wishing you’d only played nine holes of Bar Golf rather than the full 18, you’ll be thrilled you were smart enough to get yourself this collection of over 25 hangover cures that will have you out of bed and back on your feet in no time.
The story of white masculinity in geek culture through a history of hobby gaming Geek culture has never been more mainstream than it is now, with the ever-increasing popularity of events like Comic Con, transmedia franchising of the Marvel Cinematic Universe, market dominance of video and computer games, and the resurgence of board games such as Settlers of Catan and role-playing games like Dungeons & Dragons. Yet even while the comic book and hobby shops where the above are consumed today are seeing an influx of BIPOC gamers, they remain overwhelmingly white, male, and heterosexual. The Privilege of Play contends that in order to understand geek identity's exclusionary tendencies, we need to know the history of the overwhelmingly white communities of tabletop gaming hobbyists that preceded it. It begins by looking at how the privileged networks of model railroad hobbyists in the early twentieth century laid a cultural foundation for the scenes that would grow up around war games, role-playing games, and board games in the decades ahead. These early networks of hobbyists were able to thrive because of how their leisure interests and professional ambitions overlapped. Yet despite the personal and professional strides made by individuals in these networks, the networks themselves remained cloistered and homogeneous-the secret playgrounds of white men. Aaron Trammell catalogs how gaming clubs composed of lonely white men living in segregated suburbia in the sixties, seventies and eighties developed strong networks through hobbyist publications and eventually broke into the mainstream. He shows us how early hobbyists considered themselves outsiders, and how the denial of white male privilege they established continues to define the socio-technical space of geek culture today. By considering the historical role of hobbyists in the development of computer technology, game design, and popular media, The Privilege of Play charts a path toward understanding the deeply rooted structural obstacles that have stymied a more inclusive community. The Privilege of Play concludes by considering how digital technology has created the conditions for a new and more diverse generation of geeks to take center stage.
The Junkers Ju 52 (nicknamed Tante Ju - "Auntie Ju" - and "Iron Annie") was a German transport aircraft manufactured from 1932 to 1945. It saw both civilian and military service during the 1930s and 1940s. The Ju 52 first saw military service in the Spanish Civil War, as both a bomber and transport aircraft. It was used as a bomber during the Invasion of Poland in September 1939. The Luftwaffe then relied on the Ju 52 for transport roles during World War II, including paratroop drops, most notably in the Battle of Crete in May 1941. Lightly armed, and with a top speed of only 265 km/h (165 mph)- half that of a Spitfire - the Ju 52 was very vulnerable to fighter attack and an escort was always necessary in combat. Many Ju 52s were shot down by anti-aircraft guns and fighters while transporting supplies, most notably during the desperate attempt to resupply the trapped German Sixth Army during the final stages of the Battle of Stalingrad in 1943. This book provides a complete modelling guide with numerous profiles, line drawings and photographs. This book is written entirely in German.
This activity book creates a fun way to spend some time with your partner, Part of a great relationship is learning about one another, sharing your thoughts, and doing fun activities together. What better way to do this than with The Activity Book Meant to be Shared ! Whether you are just dating or have been married for 50 years, these fun games and drawing activities are sure to bring laughter to your day!
Chosen Men is a set of fast-action skirmish rules detailing the bloody skirmishes between light troops in the Napoleonic Wars. The primary focus of the game is on soldiers and NCOs in light 'flank' companies, as they scout ahead of larger forces and take part in man-to-man actions against enemy skirmishers. Although the game allows for the formation of accurately sized companies of light infantry and cavalry if you wish, these formations are broken down into small groups of up to a dozen men. For the most part, officers are not swashbuckling super-heroes, but staunch commanders who rally and direct their men to achieve the battlefield objectives. Although the game uses an alternating action turn sequence, officers can use their influence on multiple units at the same time in an effort to steal the initiative. With all rolls resolved using standard 6-sided dice, this game combines a classic wargaming feel with modern wargame mechanics. |
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