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Books > Social sciences > Education > Extra-curricular activities > General
Daisy Upton has two little kids. She loves them - but they drive her mad. So, to try and keep her sanity she started to come up with quick, easy games using stuff from around the house. And @FiveMinuteMum was born. In her first book, she has collected 150+ games that take 5 minutes to set up & 5 minutes to tidy up. From pasta posting to alphabet knock down, it's a recipe book for guilt free parenting! And as Daisy was a teaching assistant, your little ones will be learning while they play! What could be better? GIVE ME FIVE is the perfect companion for anyone who wants five minutes peace. "I love Five Minute Mum. She's managed to come up with a huge array of activities for kids that are fun and educational yet don't require an Art degree or Diploma in Patience to execute."Sarah Turner, aka Unmumsy Mum
The purpose of this book is to encourage teachers and administrators to move beyond traditional course structures and to ask them to consider designing experiential curriculum that is interdisciplinary and focused on solving real world problems. Why do this? Both authors believe that the current model of education falls short in preparing students to think creatively, to work collaboratively and to engage actively as problem solvers. An educational sea?change is needed more than ever given the problems that face our world now and that threaten to worsen in the next few decades. This book is divided into sections devoted to courses that, despite their interdisciplinary nature, we categorized into the following fields: Social Science, Literature and Composition, ComputerScience, Mathematics, Art, Environment and Ecology, Engineering, Public Health, and Administration.
There is a misconception, within the teaching profession and the general public, that Ofsted, the Health and Safety Executive and the establishment are against children being exposed to danger and that schools are prevented from giving children experiences which involve risk. Mike Fairclough, headmaster at West Rise Junior School, has blown that theory out of the water. In the superb Playing With Fire, Mike urges all schools to follow his lead, empowering other Heads and their schools to provide activities for their pupils which include an element of risk and danger. With entertaining and visual examples of his work at West Rise, including bee keeping, water buffalo breeding, shooting, archery, Forest School, paddle boarding, and skinning rabbits, Mike breezily demonstrates how teething problems and mistakes are part and parcel of risk-taking and should be embraced. The result is an empowering book that urges educators to cultivate their own resilience, courage and trust in the same way that we are hoping to foster those qualities within our students.
In a very comprehensible and entertaining way explores the main findings of the first academic research on world scouting, the largest young movement on the planet. The work revisits scouting's origins, analyzing its structure and recognition policy, its role in developing ideas of global citizenship and belonging, and the spirit of scouting.
'I have reassurance that my child is safe and well and looked after while I am at work. Good hours, availability and affordable fees have all meant I could work full-time and have no problems during the school holidays.' Setting up an out-of-school club offers a solution to a growing need, as more and more parents find themselves juggling work commitments with childcare arrangements, the demand for affordable quality care for children outside of school hours has never been higher. The solution, setting up an out-of-school club, is not an easy option. This book helps to take the hard work out of establishing a club by taking readers step-by-step through the whole process - from assessing needs, building a management team, writing a business plan and applying for funding to appointing and training staff. It also provides photocopiable proformas for every stage of the process, from initial survey questionnaires to the business plan itself.
New in paperback! Turn the library into a center for active and fun-filled discovery! Heath shows how to use thematic festivals to incorporate the exploration of literature into cooperative learning activities. Each of the book's nine chapters describes a different festival, complete with arts, crafts, music and storytelling-activities that will increase students' awareness of other cultures (Shaker, Native American, and Caribbean, to name a few). Features literature-based projects, craft projects using recyclable materials, delectable recipes to enliven literary education, novel decorating ideas to enhance the ambience of classroom or library, attention-grabbing displays, and much more. Illustrated. Cloth edition [0-8108-3036-1] previously published in 1996. Paperback edition available May 2002.
At Our Best: Building Youth-Adult Partnerships in Out-of-School Time Settings brings together the voices of over 50 adults and youth to explore both the promises and challenges of intergenerational work in out-of-school time (OST) programs. Comprised of 14 chapters, this book features empirical research, conceptual essays, poetry, artwork, and engaged dialogue about the complexities of youth-adult partnerships in practice. At Our Best responds to key questions that practitioners, scholars, policymakers, and youth navigate in this work, such as: What role can (or should) adults play in supporting youth voice, learning, and activism? What approaches and strategies in youth-adult partnerships are effective in promoting positive youth development, individual and collective well-being, and setting-level change? What are the tensions and dilemmas that arise in the process of doing this work? And, how do we navigate youth-adult partnerships in the face of societal oppressions such as adultism, racism, and misogyny? Through highlighting contemporary cases of authentic youth-adult partnerships in youth programs, this fourth volume of the IAP series on OST aims to introduce, engage, and sharpen educators' understandings of the power and promise of these relationships. Together, the authors in this volume suggest that both building youth-adult partnerships and actively reflecting on intergenerational work are foundational practices to achieving transformational change in our OST organizations, schools, neighborhoods, and communities.
You Can't Be What You Can't See presents a rare longitudinal account of the benefits of a high-quality, out-of-school program on the life trajectories of hundreds of poor, African American youth who grew up in Chicago's notorious Cabrini-Green housing project in the 1980s and early '90s. The result of a five-year research project by Stanford scholar Milbrey W. McLaughlin, the book documents what happened to more than 700 Cabrini-Green youth two decades after they attended the Community Youth Creative Learning Experience (CYCLE), a comprehensive after-school program offering tutoring, enrichment, scholarships, summer camps, and more. Through data collection, and in-depth interviews with participants and staff, she finds that almost all had graduated high school and escaped poverty, and so had their children. McLaughlin describes the design principles as well as the core features of the program that participants say were key to their success: mentoring, exposure to activities and resources beyond their neighborhood, and a culture of belonging in which staff committed to "never give up on a kid." The recollections and accomplishments of CYCLE alums, McLaughlin argues, challenge current assumptions about the enduring effects of poverty and highlight the power of opportunity "to imagine and take a different path." You Can't Be What You Can't See offers lessons for policy makers, educators, community activists, funders, and others interested in learning what makes a youth organization effective for low-income, marginalized children.
The Accessible Games Book contains games specifically chosen or adapted for mixed groups including people with auditory or visual impairments, those in wheelchairs, and those with multiple disabilities. The games can also be used as a means of improving disability awareness among the non-disabled, and have been used successfully in the rehabilitation of stroke victims and groups of people of all abilities and ages. Each game is explained clearly, with symbols to indicate the level of ability, suggestions for elaboration or modifications, and important points to remember. Full details are given on any materials required for the games and whether the game requires small (fewer than ten), medium (10-40), or large (40 or more) groups. The Accessible Games Book is an important resource for those running playschemes or youth groups, or in training or educational situations.
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