In Granny's Garden


Book Description

A young boy encounters a brontosaurus in his grandmother's garden.




In Grandma's Garden


Book Description




Straw Bale Gardens Complete


Book Description

Provides information about how to use straw bales as planting containers for vegetable gardening.




Grandma and the Great Gourd


Book Description

On her way to visit her daughter on the other side of the jungle, Grandma encounters a hungry fox, bear, and tiger, and although she convinces them to wait for her return trip, she still must find a way to outwit them all.




Granny's Jungle Garden


Book Description

Granny's garden was overgrown and looked like a jungle. Mr Smart, the next door neighbour, kept dropping hints about tidying the garden, so I offered to lend Granny a hand.




Railroad Hank


Book Description

On his way to visit Granny Bett, who is feeling blue, Railroad Hank stops at the farms of several friends and, misunderstanding their offers to help, winds up with a trainload of crazy cargo.




Camp Granny


Book Description

"For green grandparents everywhere and the young lives they touch." —RICHARD LOUV, AUTHOR OF LAST CHILD IN THE WOODS Make leaf rubbings, blow jumbo bubbles, bake Moon Pizzas, create a firefly lantern. More than an activity book, CAMP GRANNY is an interactivity book, filled with 130 projects that connect grandparents and grandchildren through nature—in the kitchen, the garden, and the art room. Illustrated with evocative photographs and the author’s watercolors, CAMP GRANNY is a book about being adventurous, about being curious, about noticing and really seeing things—about instilling a lifelong sense of wonder. Please note: CAMP GRANNY was previously sold under the title Toad Cottages & Shooting Stars.




Gardens in the Dunes


Book Description

A sweeping, multifaceted tale of a young Native American pulled between the cherished traditions of a heritage on the brink of extinction and an encroaching white culture, Gardens in the Dunes is the powerful story of one woman’s quest to reconcile two worlds that are diametrically opposed. At the center of this struggle is Indigo, who is ripped from her tribe, the Sand Lizard people, by white soldiers who destroy her home and family. Placed in a government school to learn the ways of a white child, Indigo is rescued by the kind-hearted Hattie and her worldly husband, Edward, who undertake to transform this complex, spirited girl into a “proper” young lady. Bit by bit, and through a wondrous journey that spans the European continent, traipses through the jungles of Brazil, and returns to the rich desert of Southwest America, Indigo bridges the gap between the two forces in her life and teaches her adoptive parents as much as, if not more than, she learns from them.




Moving the Classroom Outdoors


Book Description

Designed to provide teachers and administrators with a range of practical suggestions for making the schoolyard a varied and viable learning resource, Moving the Classroom Outdoors presents concrete examples of how urban, suburban, and rural schools have enhanced the school site as a teaching tool. --from publisher description.




Now the Chips Are Down


Book Description

The story of a pioneering microcomputer: its beginnings as part of a national Computer Literary Project, its innovative hardware, and its creative uses. In 1982, the British Broadcasting Corporation launched its Computer Literacy Project, intended “to introduce interested adults to the world of computers and computing.” The BBC accompanied this initiative with television programs, courses, books, and software—an early experiment in multi-platform education. The BBC, along with Acorn Computers, also introduced the BBC Microcomputer, which would be at the forefront of the campaign. The BBC Micro was designed to meet the needs of users in homes and schools, to demystify computing, and to counter the general pessimism among the media in Britain about technology. In this book, Alison Gazzard looks at the BBC Micro, examining the early capabilities of multi-platform content generation and consumption and the multiple literacies this approach enabled—not only in programming and software creation, but also in accessing information across a range of media, and in “do-it-yourself” computing. She links many of these early developments to current new-media practices. Gazzard looks at games developed for the BBC Micro, including Granny's Garden, an educational game for primary schools, and Elite, the seminal space-trading game. She considers the shift in focus from hardware to peripherals, describing the Teletext Adapter as an early model for software distribution and the Domesday Project (which combined texts, video, and still photographs) as a hypermedia-like experience. Gazzard's account shows the BBC Micro not only as a vehicle for various literacies but also as a user-oriented machine that pushed the boundaries of what could be achieved in order to produce something completely new.