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Paper Planes (Paperback)
Jennie Wood; Illustrated by Dozerdraws
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R424
R358
Discovery Miles 3 580
Save R66 (16%)
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Ships in 10 - 15 working days
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From the mind of John Carpenter, the man who brought you the
classic horror film Halloween and all of the scares beyond, and the
heart of writer, editor, and producer Sandy King, comes a dozen
brand new twisted tales of terror, tricks, and treats. In volume 9
of the award-winning graphic novel series, Carpenter and King bring
together the best storytellers from movies, novels, and comics for
another spine-tingling collection of stories that will haunt you.
Each story is a standalone surprise that captures the essence of
the best night of the year. We dare you to read it all the way to
the end. If you get too scared, remember, it's only a comic. It's
only a comic... or is it? Happy Halloween! With creators John
Carpenter, Sandy King, Jaime Carrillo, Elena Carrillo, Luis
Guaragna, Sian Mandrake, Alec Worley, Kealan Patrick Burke, Sean
Sobczak, Conor Boyle, Neo Edmund, Amanda Deibert, Cat Staggs, David
J. Schow, Mike Sizemore, Dave Kennedy, Pete Kennedy, Jason Felix,
Jennie Wood, Richard P. Clark, Duane Swierczynski, Nick Percival,
and Tim Bradstreet.
Place, Pedagogy and Play connects landscape architecture with
education, psychology, public health and planning. Over the course
of thirteen chapters it examines how design and research of places
can be approached through multiple lenses - of pedagogy and play
and how children, as competent social agents, are engaged in the
process of designing their own spaces - and brings a global
perspective to the debate around child-friendly environments.
Despite growing evidence of the benefits of nature for health,
wellbeing, play and learning, children are increasingly spending
more time indoors. Indeed, new policy ideas and public campaigns
suggest how children can become better connected with nature, yet
linking outdoor space to pedagogy is largely overlooked in
research. By focusing on three themes within these debates, place
and play; place and pedagogy; and place and participation, this
book explores a variety of angles to show that best practice
requires dialogue between research disciplines, designers,
educationists and psychologists, and a move beyond seeing the
spaces children inhabit as the domain only of childhood
professionals. Through illustrated case studies this book presents
a wider picture of the state of childhood today, and offers
practical solutions and further research avenues that promote a
more holistic and internationally focused perspective on place,
pedagogy and play for built-environment professionals. Chapter 12
of this book is freely available as a downloadable Open Access PDF
under a Creative Commons Attribution-Non Commercial-No Derivatives
4.0 license.
Place, Pedagogy and Play connects landscape architecture with
education, psychology, public health and planning. Over the course
of thirteen chapters it examines how design and research of places
can be approached through multiple lenses - of pedagogy and play
and how children, as competent social agents, are engaged in the
process of designing their own spaces - and brings a global
perspective to the debate around child-friendly environments.
Despite growing evidence of the benefits of nature for health,
wellbeing, play and learning, children are increasingly spending
more time indoors. Indeed, new policy ideas and public campaigns
suggest how children can become better connected with nature, yet
linking outdoor space to pedagogy is largely overlooked in
research. By focusing on three themes within these debates, place
and play; place and pedagogy; and place and participation, this
book explores a variety of angles to show that best practice
requires dialogue between research disciplines, designers,
educationists and psychologists, and a move beyond seeing the
spaces children inhabit as the domain only of childhood
professionals. Through illustrated case studies this book presents
a wider picture of the state of childhood today, and offers
practical solutions and further research avenues that promote a
more holistic and internationally focused perspective on place,
pedagogy and play for built-environment professionals. Chapter 12
of this book is freely available as a downloadable Open Access PDF
under a Creative Commons Attribution-Non Commercial-No Derivatives
4.0 license.
"George and the problem of food" is Rosemary's second children's
book in a series called the Little Epiphanies Series. In each book
she attempts to alert young readers to a current issue so that they
may have an epiphany about the way in which they live. As a result
of their epiphany they might find an opportunity to reflect and
improve the way they live on our wonderful planet. About the book:
George is alerted to the fact that people all over the world have
different relationships with food. Some use it to stay alive and
can't find enough. Some have too much and waste it. She calls for
help from her friends using Facebook to make some changes.
Two people who live in an old farmhouse in Snozfield, Australia,
are very confused. Papa Smith keeps losing things and Mama Smith
can't find them either... but she does a lot of sneezing while she
is looking for them. A cheeky visitor is the culprit who is
discovered in the end. This is a funny rhyming story for
pre-schoolers full of loud sneezes and captivating illustrations.
The story is based on a true one although it is highly exaggerated.
No characters depicted in this book resemble real people... well
let's hope not.
George is addicted to consumerism through social media. One day she
discovers the concept "ethical buying" and has an epiphany about
global justice. She goes to see the prime minister of the world.
This book belongs to a series called "Little Epiphanies" by
Rosemary Pattison.
-- Interfact combines the lively design of an excellent reference
book with the challenge of an activity-packed CD-Rom to help kids
learn all about their favorite subjects.
-- Book features detailed facts, photographs, illustrations,
glossary and index.
-- Multimedia disc contains up to 15 hours of activities, games and
on-screen adventures.
-- Each disc has seven interactive features with up to 15 hours of
playing time -- experiments, quizzes, games, explorations.
-- The package is compact, ring-bound for ease of use and
conveniently stores the disc in a plastic wallet securely bound to
the book.
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