Interactive Writing & Interactive Editing


Book Description

This book helps teachers engage students in a collaborative process of learning. It includes clear, detailed procedures for interactive writing and interactive editing; a collection of student work examples supported by color photographs; simple, easy-to-follow activities; a 12-page assessment that contains a writing checklist, procedural checklist, and writing rubric; and more.




Interactive Writing


Book Description

Interactive Writing is specifically focused on the early phases of writing, and has special relevance to prekindergarten, kindergarten, grade 1 and 2 teachers.




Writing Interactive Fiction with Twine


Book Description

Writing Interactive Fiction with Twine: Play Inside a Story If you’ve ever dreamed about walking through the pages of a book, fighting dragons, or exploring planets then Twine is for you. This interactive fiction program enables you to create computer games where worlds are constructed out of words and simple scripts can allow the player to pick up or drop objects, use items collected in the game to solve puzzles, or track injury in battle by reducing hit points. If you’ve clicked your way through 80 Days, trekked through the underground Zork kingdom, or attempted to save an astronaut with Lifeline, you’re already familiar with interactive fiction. If not, get ready to have your imagination stretched as you learn how to direct a story path. The best part about interactive fiction stories is that they are simple to make and can serve as a gateway into the world of coding for the nonprogrammer or new programmer. You’ll find expert advice on everything from creating vivid characters to building settings that come alive. Ford’s easy writing prompts help you get started, so you’ll never face a blank screen. Her “Try It Out” exercises go way beyond the basics, helping you bring personal creativity and passion to every story you create! Get familiar with the popular Twine scripting program Learn how to design puzzles Build your own role-playing game with stat systems Maintain an inventory of objects Learn game design and writing basics Change the look of your story using CSS and HTML Discover where you can upload your finished games and find players




Talking, Drawing, Writing


Book Description

"The book's lessons are organized by topic and include oral storytelling, drawing, writing words, assessment, introducing booklets, and moving writers forward. Based on the authors' work in urban kindergarten and first-grade classes, the essence and structure of many of the lessons lend themselves to adaptation through fifth grade."--Jacket.




Interactive Modeling


Book Description

Be a more effective teacher by using this simple, yet transformative, technique for teaching essential academic and social skills, routines, and behaviors. Through Interactive Modeling, your students actively observe, model, and practice skills that can lead to higher, lasting achievements and kinder classrooms. You'll save time; they'll gain mastery!, You can use Interactive Modeling to help your students achieve success in: math, reading, writing, social studies, science, working in groups, making smooth transitions, using supplies carefully, test-taking, and more! Book jacket.




How to Write a Story


Book Description

The inspiring sequel to the 2015 Parent's Choice Winner, How to Read a Story! Step 1: Choose an idea for your story. A good one. Step 2: Decide on a setting. Don't be afraid to mix things up. Step 3: Create a heroine—or a hero. Now: Begin. Accomplished storytellers Kate Messner and Mark Siegel playfully chronicle the process of becoming a writer in this fun follow-up to How to Read a Story, guiding young storytellers through the joys and challenges of the writing process. From choosing an idea, to creating a problem for their character to resolve, to coming to The End, this empowering picture book breaks down the writing process in a dynamic and accessible way, encouraging kids to explore their own creativity—and share their stories with others! • Perfect for educators, librarians, and parents who are helping children develop early writing and reading skills • Great read-aloud book for preschool- and kindergarten-aged children interested in learning to read • Helps teach Common Core Curriculum skills Young readers who love We Are in a Book!, How Rocket Learned to Read, and Also an Octopus will love the reading and writing lessons and inspiration in How to Write a Story. • Read-aloud books for kids ages 3–5 • Learning to write books for kids • Kindergarten, pre-K creativity books Kate Messner is an award-winning author whose many books for kids have been selected as Best Books by the New York Times, Junior Library Guild, Indie Bound, and Bank Street College of Education. She lives on Lake Champlain with her family. Mark Siegel is the author of many graphic novels and children's picture books, including the 5 Worlds series, as well as the illustrator of How to Read a Story and the Robert F. Sibert Honor Book To Dance: A Ballerina's Graphic Novel. He lives in New York.




Interactive Writing Across Grades


Book Description

When done on a regular basis, interactive writing has the potential to improve independent writing. Authors Kate Roth and Joan Dabrowski detail how this systemic approach can be applied in Interactive Writing Across Grades: A Small Practice with Big Results, PreK-5.' Interactive writing harnesses the natural interactions teachers have with their students as they compose a writing piece. It allows for real-time differentiation and tailored scaffolding. This method fits within any basal writing curriculum and can be adapted to your classroom's technology levels. This book acts as a how-to guide that unpacks this powerful method, going step-by-step and grade-by-grade to figure out where and how interactive writing fits within your literacy framework. Inside you'll find:A complete overview of the interactive writing method and how it fits into your balanced literacy program Concrete ways to launch interactive writing in your classroom to support both process and craft instruction Step-by-step guidance to implement the method with students of all ages Student examples of writing from grades Pre-K through 5 to show what to expect at each phase of the process 'Listen in on a Lesson vignettes that demonstrate the type of scaffolding you can offer during interactive writing lessons Discover what makes interactive writing a particularly effective teaching practice that can support both emergent and fluent writers. Interactive Writing Across Grades can help put this method to work in the classroom immediately. '




The Writing Revolution


Book Description

Why you need a writing revolution in your classroom and how to lead it The Writing Revolution (TWR) provides a clear method of instruction that you can use no matter what subject or grade level you teach. The model, also known as The Hochman Method, has demonstrated, over and over, that it can turn weak writers into strong communicators by focusing on specific techniques that match their needs and by providing them with targeted feedback. Insurmountable as the challenges faced by many students may seem, The Writing Revolution can make a dramatic difference. And the method does more than improve writing skills. It also helps: Boost reading comprehension Improve organizational and study skills Enhance speaking abilities Develop analytical capabilities The Writing Revolution is as much a method of teaching content as it is a method of teaching writing. There's no separate writing block and no separate writing curriculum. Instead, teachers of all subjects adapt the TWR strategies and activities to their current curriculum and weave them into their content instruction. But perhaps what's most revolutionary about the TWR method is that it takes the mystery out of learning to write well. It breaks the writing process down into manageable chunks and then has students practice the chunks they need, repeatedly, while also learning content.




Love Tails


Book Description

A silly and sweet picture book featuring a variety of dog breeds and dog tails Every dog has a tail. Every tail has a tale. Some tails are long. And some tails are short and sweet. Some tails are new. And some tails end too soon. But, no matter the tale, every tail has a happy ending, every tail wiggles and wags, which is a dog’s way of saying . . . I love you!




The Interactive Past


Book Description

Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.