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John Haslam's Illustrations of Madness, written in 1810, occupies a
special place in psychiatric history, it was the first book-length
account of one single psychiatric case written by a British
psychiatrist. John Haslam, apothecary to London's Bethlem Hospital,
and a leading psychiatrist of the early-nineteenth century, details
the case of James Tilly Matthews, who had been a patient in the
hospital for some ten years. Matthews claimed he was sane, as did
his friends and certain doctors. Haslam, on behalf of the Bethlem
authorities, contended he was insane, and attempted to demonstrate
this by presenting a detailed account of Matthew's own delusional
system, as far as possible in Matthew's own words. Originally
published in 1988 as part of the Tavistock Classics in the History
of Psychiatry series, Roy Porter's Introduction to this facsimile
reprint of an historic book goes beyond Haslam's text to reveal the
extraordinary psychiatric politics surrounding Matthew's
confinement and the court case it produced, leading up to Haslam's
dismissal from his post. Still relevant today, Haslam's account can
be used as material upon which to base a modern diagnosis of
Matthew's disorder.
John Haslam's Illustrations of Madness, written in 1810, occupies a
special place in psychiatric history, it was the first book-length
account of one single psychiatric case written by a British
psychiatrist. John Haslam, apothecary to London's Bethlem Hospital,
and a leading psychiatrist of the early-nineteenth century, details
the case of James Tilly Matthews, who had been a patient in the
hospital for some ten years. Matthews claimed he was sane, as did
his friends and certain doctors. Haslam, on behalf of the Bethlem
authorities, contended he was insane, and attempted to demonstrate
this by presenting a detailed account of Matthew's own delusional
system, as far as possible in Matthew's own words. Originally
published in 1988 as part of the Tavistock Classics in the History
of Psychiatry series, Roy Porter's Introduction to this facsimile
reprint of an historic book goes beyond Haslam's text to reveal the
extraordinary psychiatric politics surrounding Matthew's
confinement and the court case it produced, leading up to Haslam's
dismissal from his post. Still relevant today, Haslam's account can
be used as material upon which to base a modern diagnosis of
Matthew's disorder.
Join a group of four kid detectives and help them find out about
STEM while developing problem solving, observation and deduction,
and investigating skills. Our four detectives, Farah, Amelia,
Mohammad and Sam, have won a contest and the prize is to visit the
new deep-sea lab. When they get there they are enlisted by a marine
biologist to help count the population of isopods in an are of the
sea floor. When they give the scientist their numbers, she tells
them that it is not what she expected. The isopod population has
drastically declined since the last time they were counted a week
ago. What has happened? She explains to them that something may
have disrupted the ecosystem and impacted food chains. As the kids
go back into the submersible to take a closer look, they discover
an unexpected predator and its presence may be due to the eruption
of an underwater volcano heating up the sea floor. Featured
interactive elements: Looking for clues in the illustrations
Understanding instruments used for deep sea exploration Gathering
crucial information from fact panels about ecosystems in the ocean
depths Through interactive adventures that combine facts,
brain-teasing puzzles and lively illustrations, the books impart
STEM knowledge in an original way to inspire a love of the subject.
The story in each book will have the reader solving puzzles,
finding clues, cracking secret codes and uncovering mysteries.
Perfect for aspiring detectives aged 7+.
Join a group of four kid detectives and help them find out about
STEM while developing problem solving, observation and deduction,
and investigating skills. Our four detectives, Farah, Amelia,
Mohammad and Sam, have entered an inter-school quiz competition.
They need to study and prepare if they want to win. They meet the
new librarian, who they soon find out is a robot powered by
Artificial Intelligence! But something is wrong with her code....
Join the detectives as they learn how AI works. With the help of
the school's IT technician, they'll soon figure out how to fix the
librarian's code. Featured interactive elements: - Spot the glitch
in the AI's neural network - Spot the bug in the AI's code and
correct it - Gather crucial information from fact panels about how
AI works Through interactive adventures that combine facts,
brain-teasing puzzles and lively illustrations, the books impart
STEM knowledge in an original way to inspire a love of the subject.
The story in each book will have the reader solving puzzles,
finding clues, cracking secret codes and uncovering mysteries.
Perfect for aspiring detectives aged 7+.
Join a group of four kid detectives and help them find out about
STEM while developing problem solving, observation and deduction,
and investigating skills. Our four detectives, Farah, Amelia,
Mohammad and Sam, spot a man at the beach digging around the rocks
using some curious looking tools. On closer inspection, the friends
uncover what the man was looking at - a bone est in stone. Join the
Detective gang as they meet a vet and palaeontologist, who will
help them discover more about evolution, fossils and scientific
research. Interactive elements: - Search and find clues in the
illustrations - Help the kids complete the full skeleton by placing
the bones in the right place - Gather crucial information from
information panels about palaeontology and fossils - Match the
fossil to the correct animal skeleton - Help the palaeontologist
name the creature Through interactive adventures that combine
facts, brain-teasing puzzles and lively illustrations, the books
impart STEM knowledge in an original way to inspire a love of the
subject. The story in each book will have the reader solving
puzzles, finding clues, cracking secret codes and uncovering
mysteries. Perfect for aspiring detectives aged 7+.
Join a group of four kid detectives and help them find out about
STEM while developing problem solving, observation and deduction,
and investigating skills. Our Kid Detectives Isla, Farah, Sam and
Mohammad are planning a fishing trip at their favourite spot at the
local river. They take a detour on their way back from school to
show the spot to Sam, who has never been. They notice how the
usually crystal clear river is cloudy. The children decide to
investigate what has caused this and find out that a chemical has
leaked into the river further upstream. They see the effects this
has on the animals and plants that live in or beside the river. The
children decide to find out where the chemical has come from. They
report the pollution to the council who sends someone to take water
samples. The children meet this person and she tells them about
different kinds of river pollution. She takes samples of river
water for testing. When she returns to the river, she tells the
children that the pollution is from a farm. The children do a
'stakeout' and spy on the farm. They see the farmer using a
fertiliser on his field. The children work out this is what is
causing the pollution. But the farmer spots them and angrily asks
what they're doing. The children explain and the farmer sees the
effects his fertiliser is having on the environment. He agrees to
use a more environmentally friendly fertiliser to stop polluting
the river. Featured interactive elements: Looking for clues in the
illustrations Spotting how the river has been affected by the
pollution Spotting what is causing the pollution Gathering crucial
information from information panels about pollution Through
interactive adventures that combine facts, brain-teasing puzzles
and lively illustrations, the books impart STEM knowledge in an
original way to inspire a love of the subject. The story in each
book will have the reader solving puzzles, finding clues, cracking
secret codes and uncovering mysteries. Perfect for aspiring
detectives aged 7+.
Discover how today's amazing inventions and technologies work while
developing your Scratch coding skills! Recreate the technology that
lives in robots with code. Learn about sensors, create a robot arm
game, program a robot and much more! Each book in the Code: STEM
series goes inside a different machine or technology and explains
the key computer code and systems that are controlling them.
Step-by-step activities teach you how to create your own versions
of these machines on screen, and bring them to life - with code!
The focus is placed on modern technologies that actually use code
to work, rather than looking back at steam engines, etc. This will
keep the practice of coding firmly in the contemporary. The series
uses Scratch as the coding language, as this is still the most
used, user-friendly and flexible in building projects, however no
prior experience of Scratch is expected. Perfect for exploring
STEAM and other high-interest topics. Great for readers aged 9 and
up.
Discover how today's amazing inventions and technologies work while
developing your Scratch coding skills. Recreate the technology that
lives in transport technology with code. Learn about self-driving
cars, create a hoverboard game, program a drone to deliver a
package across a cityscape and much more! Each book in the Code:
STEM series goes inside a different machine or technology and
explains the key computer code and systems that are controlling
them. Step-by-step activities teach you how to create your own
versions of these machines on screen, and bring them to life - with
code! The focus is placed on modern technologies that actually use
code to work, rather than looking back at steam engines, etc. This
will keep the practice of coding firmly in the contemporary. The
series uses Scratch as the coding language, as this is still the
most used, user-friendly and flexible in building projects, however
no prior experience of Scratch is expected and each book will
include an introduction to Scratch. Perfect for exploring STEAM and
other high-interest topics. Great for reader 9 and up.
Discover how today's amazing inventions and technologies work while developing your coding skills
Recreate the technology that lives in space technology with code. Learn aboutgravity, create a jetpack game, program a spaceship's return to Earth and much more!
Each book goes inside a different machine or technology and explains the key computer code and systems that are controlling them. Step-by-step activities teach you how to create your own versions of these machines on screen, and bring them to life - with code!
The focus is placed on modern technologies that actually use code to work, rather than looking back at steam engines, etc. This will keep the practice of coding firmly in the contemporary.
The series uses Scratch as the coding language, as this is still the most used, user-friendly and flexible in building projects, however no prior experience of Scratch is expected and each book will include an introduction to Scratch.
Perfect for exploring STEAM and other high-interest topics. Great for reader 9 and up.
Join a group of four kid detectives and help them find out about
STEM while developing problem solving, observation and deduction,
and investigating skills. Our four detectives, Farah, Amelia,
Mohammad and Sam, are excited when they see their school installing
solar panels and a wind turbine. A few days later, on a sunny but
windy day, the power goes out halfway through a science lesson. The
kids decide to investigate why the solar panels and wind turbine
are failing to provide the school with the electricity they should
be generating. With the help of Isla's mum, Luan, an engineer the
four friends learn how solar and wind energy works. The children
(and reader) uncover what has gone wrong and what is preventing the
solar panels and wind turbine from doing what they are supposed to
do. The story ends with the children figuring the fixes needed and
telling their teacher. Featured interactive elements: Looking for
clues in the illustrations Identifying tree species from a leaf
Gathering crucial information from fact panels about how solar
panels andwind turibines work Through interactive adventures that
combine facts, brain-teasing puzzles and lively illustrations, the
books impart STEM knowledge in an original way to inspire a love of
the subject. The story in each book will have the reader solving
puzzles, finding clues, cracking secret codes and uncovering
mysteries. Perfect for aspiring detectives aged 7+.
Each book goes inside a different machine or technology and explains the key computer code and systems that are controlling them. Step-by-step activities teach you how to create your own versions of these machines on screen, and bring them to life - with code!
The focus is placed on modern technologies that actually use code to work, rather than looking back at steam engines, etc. This will keep the practice of coding firmly in the contemporary.
Each book assumes readers have reasonable general computer skills. The series uses Scratch as the coding language, as this is still the most used, user-friendly and flexible in building projects, however no prior experience of Scratch is expected and each book will include a spread introducing Scratch.
Teachers have always used ICT across the curriculum and are looking for contexts to teach coding in. Kids that are interested in STEAM and the high-interest topics covered, will be engaged by the opportunity to explore the STEAM concepts creatively with code.
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