The Egypt Game


Book Description

The first time Melanie Ross meets April Hall, she’s not sure they have anything in common. But she soon discovers that they both love anything to do with ancient Egypt. When they stumble upon a deserted storage yard, Melanie and April decide it’s the perfect spot for the Egypt Game. Before long there are six Egyptians, and they all meet to wear costumes, hold ceremonies, and work on their secret code. Everyone thinks it’s just a game until strange things start happening. Has the Egypt Game gone too far?




A Guide for Using The Egypt Game in the Classroom


Book Description

Each book in this series is a guide for using a well-known piece of literature in the classroom. Included are sample plans, author information, vocabulary-building ideas, and cross-curricular activities. At the Intermediate and Challenging levels, sectional activities and quizzes, unit tests, and ideas for culminating and extending the novel are also included.







The Gypsy Game


Book Description

The kids from The Egypt Game are back. What game will they play next? The answer is Gypsies. While April plunges in with her usual enthusiasm, the more Melanie learns, the more something seems to be holding her back. But it's Toby who adds a really new wrinkle when he announces that he himself is a bona fide Gypsy. Plus he can get them some of his grandmother's things to use as real Gypsy props for the new game. What could be more thrilling? Then Toby suddenly and mysteriously disappears, and the kids discover that living as real-life Gypsies may not be as much fun as they thought. How will they find Toby and rescue him from the very real problems that are haunting his life?




The Headless Cupid


Book Description

When the four Stanley children meet Amanda, their new stepsister, they’re amazed to learn that she studies witchcraft. They’re stunned to see her dressed in a strange costume, carrying a pet crow and surrounded by a pile of books about the supernatural. It’s not long before Amanda promises to give witchcraft lessons to David, Jamie, and the twins. But that’s when strange things start happening in their old house. David suspects Amanda of causing mischief, until they learn that the house really was haunted long ago. Legend has it that a ghost cut the head off of a wooden cupid on the stairway. Has the ghost returned to strike again?




The Boy of the Painted Cave


Book Description

Tao is an outcast. Unlike the great hunters of his clan, Tao does not want to kill the wild bears or woolly mammoths of the hunt. Instead he wants only to paint them. But only Chosen Ones can be cave painters. What's more, Volt, the clan leader, violently despises Tao. And when the other clan members discover Tao's secret talent, they cast him out into the wilderness alone. There, he befriends a wild wolf dog named Ram, and the mysterious Graybeard, who teaches him the true secret of the hunt.




The Westing Game


Book Description

BE CLASSIC with The Westing Game, introduced by New York Times bestselling author Mac Barnett. A highly inventive mystery begins when sixteen unlikely people gather for the reading of the very stranger will of the very read Samuel W. Westing. They could become millionaires, depending on how they play a game. All they have to do is find the answer - but the answer to what? The Westing game is tricky and dangerous, but the heirs play on - through blizzards, burglaries, and bombings, Sam Westing may be dead ... but that won't stop him from playing one last game! Winner of the Newbery Medal Winner of the Boston Globe/Horn Book Award An ALA Notable Book A School Library Journal One Hundred Books That Shaped the Century "A supersharp mystery...confoundingly clever, and very funny." —Booklist, starred review "Great fun for those who enjoy illusion, word play, or sleight of hand." —The New York Times Book Review "A fascinating medley of word games, disguises, multiple aliases, and subterfuges—a demanding but rewarding book." —The Horn Book




What Video Games Have to Teach Us About Learning and Literacy. Second Edition


Book Description

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.




Vocabulary Games for the Classroom


Book Description

Make direct vocabulary instruction fun and successful with this simple, straightforward, and easy-to-use book. Hundreds of critical vocabulary terms handpicked by Dr. Marzano cover four content areas and all grade levels. Each game identifies the appropriate grade level and subject area, as well as whether or not the students should already be familiar with the vocabulary.




Egyptian Games and Sports


Book Description

The Ancient Egyptian enjoyed a wide range of sports and games young men chased lions and ostriches across the desert. Children played with balls and dolls. Even the Egyptian kings took their own sporting prowess very seriously. This work looks at the range of sports and games played in the times of the Ancient Egyptians.