This action-packed compendium offers parents, teachers, and anyone else who works with kids a wide array of ingenious sound and dance activities from a variety of cultures to get kids singing, dancing, listening, interacting, and involved. 101 More Music Games for Children includes games that facilitate musical development, such as sound games, rhythm games, game projects, and card and board games. All of them have simple, clear rules, and they stress excitement, humor, challenge, surprise, and cooperation rather than competition. Whether or not kids are "musical" or play an instrument, these activities can help them: develop musical skills such as spontaneous singing; create, play, and recognize various rhythms; appreciate the structure of sounds; and learn how to play with all kinds of instruments. Like its best-selling predecessor, this book encourages and enhances creative expression, social interaction, family relationships, and kids' budding powers of listening, concentration, and discrimination.
An innovative guide for physical education teachers from preschool through eighth grade. Topics include theoretical considerations for teaching games, an interdisciplinary approach to games, games of different cultures, increasing developmentally appropriate behavior through games, and innovative game activities which increase fitness and leisure pursuits. Each topic is illustrated, and sample activities and implementation strategies are provided.
Make developing basic math skills fun and painless With this great collection of over 125 easy-to-use games, puzzles, and activities, teachers and parents can help kids comprehend fundamental math concepts, including addition, subtraction, multiplication, division, place value, fractions, and more. All games and puzzles use easy-to-find household items such as paper and pencil, playing cards, coins, and dice. The activities also help children develop problem-solving skills, such as testing hypotheses, creating strategies, and organizing information, as well as spatial relations skills, part-to-whole skills, and memory. Michael Schiro, EdD (Chestnut Hill, MA), is an associate professor at the School of Education at Boston College. He is the author of several books on teaching and learning math and is a frequent presenter at local and national math conferences.
Designed to create dynamic and supportive play environments, these improvisational, noncompetitive games encourage participants to gain as much as they contribute. By expressing themselves physically and emotionally and by exploring a range of possibilities, players gain self-confidence and a greater awareness of the feelings and experiences of others. Illustrations.
Everybody enjoys the chance to escape from reality from time to time, to climb inside the skin of another character. This book encourages children and adults to explore their dramatic sides and has playful ideas everyone can get involved with and enjoy. Throughout drama games, children get more in touch with themselves, what they want to be, and what they can do. The games are improvisational, framed to encourage total involvement and cooperation - the participants gain as much as they contribute. Each drama game contains an age guideline, an estimate time of play, and suggestions for the most appropriate type of music. The games can be played by children and adults of all ages, and are flexible enough to be used by parents, teachers, camp leaders, daycare providers, or other group leaders in a variety of settings.
The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.
Presents a comprehensive guide for teachers and coaches that details the history, theory, research, and practice of the Teaching Games for Understanding model, and how to incorporate it in both elementary and secondary curriculum.
Developed by an acclaimed history teacher in Iowa, this popular resource includes 14 simulations, debates, quiz games and strategy games. It covers key topics from the first explorers to the 2000 presidential elections. Convene a constitutional convention, re-fight the Civil War, relive the Crash of ’29, and much more. Use this ingenious text to reinvigorate your history classes.
The Paradox of Transgression in Games looks at transgressive games as an aesthetic experience, tackling how players respond to game content that shocks, disturbs, and distresses, and how contemporary video games can evoke intense emotional reactions. The book delves into the commercial success of many controversial videogames: although such games may appear shocking for the observing bystander, playing them is experienced as deeply rewarding for the player. Drawing on qualitative player studies and approaches from media aesthetics theory, the book challenges the perception of games as innocent entertainment, and examines the range of emotional, moral, and intellectual experiences of players. As they explore what players consider transgressive, the authors ask whether there is something about the gameplay situation that works to mitigate the sense of transgression, stressing gameplay as an aesthetic experience. Anchoring the aesthetic game experience both in play studies as well as in aesthetic theory, this book will be an essential resource for scholars and students of game studies, aesthetics, media studies, philosophy of art, and emotions.