Barbapapa


Book Description

Meeting Barbapapa for the very first time is a magical moment - every child will adore this loyal, gentle, friendly creature, who can change into any shape and solve any problem for his family and friends. In this story, Barbapapa arrives and finds his place in the world.




Canadiana


Book Description




Barbapapa's Ark


Book Description

Barbapapa can change into any shape and solve any problem for his family and friends. In this story, Barbapapa and family help to protect the animals from danger in their Barbapapa Refuge.




Barba


Book Description

"How could nanotechnology change buildings and cities in the future? Imagine a new substance, that could be steered and altered in real time. Imagine creating a nanomaterial that could change its shape, that could shrink and expand---that could do almost anything... We've named this material Barba. With Barba, we would be able to adapt our environment to every desire and every need. The latest book in The Why Factory's Future Cities series envisions how nanomaterial might drastically change cities and architecture in the future. This speculation on fully adaptable environments is illustrated in the best tradition of science fi ction. We follow an inhabitant for a day and see, how everyday routines change in these new, fl exible spaces. This story forms the point of departure for a series of interactive experiments, installations, and proposals towards the development of new, body-based and fully adaptive architectures."--Publisher's description.




1001 Children's Books You Must Read Before You Grow Up


Book Description

1001 Children's Books You Must Read Before You Grow Up is the perfect introduction to the very best books of childhood: those books that have a special place in the heart of every reader. It introduces a wonderfully rich world of literature to parents and their children, offering both new titles and much-loved classics that many generations have read and enjoyed. From wordless picture books and books introducing the first words and sounds of the alphabet through to hard-hitting and edgy teenage fiction, the titles featured in this book reflect the wealth of reading opportunities for children.Browsing the titles in 1001 Children's Books You Must Read Before You Grow Up will take you on a journey of discovery into fantasy, adventure, history, contermporary life, and much more. These books will enable you to travel to some of the most famous imaginary worlds such as Narnia, Middle Earth, and Hogwart's School. And the route taken may be pretty strange, too. You may fall down a rabbit hole, as Alice does on her way to Wonderland, or go through the back of a wardrobe to reach the snowy wastes of Narnia.




Games and Bereavement


Book Description

How can videogames portray love and loss? Games and Bereavement answers this question by looking at five videogames and carrying out a participatory design study with grievers. Sabine Harrer highlights possible connections between grief and videogames, arguing that game design may help make difficult personal feelings tangible. After a brief literary review of grief concepts and videogame theory, the book deep-dives into examples of tragic inter-character relationships from videogame history. Building on these examples, the book presents a case study on pregnancy loss as a potential grief experience that can be validated through game design dialogue.




Play-Responsive Teaching in Early Childhood Education


Book Description

This open access book develops a theoretical concept of teaching that is relevant to early childhood education, and based on children’s learning and development through play. It discusses theoretical premises and research on playing and learning, and proposes the development of play-responsive didaktik. It examines the processes and products of learning and development, teaching and its phylogenetic and ontogenetic development, as well as the ‘what’ of learning and didaktik. Next, it explores the actions, objects and meaning of play and provides insight into the diversity of beliefs about the practices of play. The book presents ideas on how combined research and development projects can be carried out, providing incentive and a model for practice development and research. The second part of the book consists of empirical studies on teacher’s playing skills and examples of play with very young as well as older children.




Sorrow's Gift


Book Description

Sometimes death is only the beginning... Desperate to get to her sister in New York, Parrish Sorrows has no idea just how important she and her friends are to the survival of two very different worlds. Their abilities have been dormant for so long, the five teens have no memory of who they once were or why they were put here in the first place. All they can think about is making it through another night. But with each life that is taken by the virus, the Dark One's power grows. With each zombie that awakens as her servant, the ancient necromancer comes a little closer to escaping her prison of ice. Will the guardians survive long enough to remember their purpose? Or will the Dark One succeed in killing them before their true gifts emerge? And will they discover the traitor in their midst before it’s too late? Sorrow's Gift is Book 2 of the Eternal Sorrows Trilogy, a young adult zombie apocalypse series with witches and magic that will keep you reading late into the night. Praise for the Eternal Sorrows Series: “Imagine Stephen King's The Stand hooks up with a dark fairytale and begets The Walking Dead.” ~Goodreads Review “A Brilliant, different take on a zombie apocalypse.” ~Goodreads Review “This book is action packed, hair raising, spine tingling, and completely awesome. I loved every single minute of it and couldn't put it down!!!” ~Nerd Girl Reviews




The Dragon and the Dazzle


Book Description

"In the worldwide circulation of the products of cultural industries, an important role is played by Japanese popular culture in European contexts. Marco Pellitteri shows that the contact between Japanese pop culture and European youth publics occurred during two phases. By use of metaphor, the author calls them the Dragon and the Dazzle. The first took place between 1975 and 1995, the second from 1996 to today. They can be distinguished by the modalities of circulation and consumption/re-elaboration of Japanese themes and products in the most receptive countries: Italy, France, Spain, Germany and, across the ocean, the United States. During these two phases, several themes have been perceived, in Europe, as rising from Japan's social and mediatic systems. Among them, this book examines the most apparent from a European point of view: the author names them machine, infant, and mutation, visible mostly through manga, anime, videogames, and toys. Together with France, Italy is the European country that in this respect has had the most central role. There, Japanese imagination has been acknowledged not only by young people, but also by politicians, television programmers, the general public, educators, comics and cartoons authors. The growing influence of Japanese pop culture, connected to the appreciation of its manga, anime, toys, and videogames, also urges political and mediologic questions linked to the identity/ies of Japan as they are understood--wrongly or rightly--in Europe and the West, and to the increasingly important role of Japan in international relations."--Back cover




Call It What You Want


Book Description

New York Times bestselling author Brigid Kemmerer pens a new emotionally compelling story about two teens struggling in the space between right and wrong. When his dad is caught embezzling funds from half the town, Rob goes from popular lacrosse player to social pariah. Even worse, his father's failed suicide attempt leaves Rob and his mother responsible for his care. Everyone thinks of Maegan as a typical overachiever, but she has a secret of her own after the pressure got to her last year. And when her sister comes home from college pregnant, keeping it from her parents might be more than she can handle. When Rob and Maegan are paired together for a calculus project, they're both reluctant to let anyone through the walls they've built. But when Maegan learns of Rob's plan to fix the damage caused by his father, it could ruin more than their fragile new friendship . . . In her compulsively readable storytelling, Brigid Kemmerer pens another captivating, heartfelt novel that asks the question: Is it okay to do something wrong for the right reasons?