Great Big Book of Children's Games


Book Description

450 indoor and outdoor games for pre-school to middle-school-age kids arranged by age group.




Great Games for Young Children


Book Description

These new and classic games, each with a noncompetitive twist, are sure to get children up and moving while developing their cognitive, social/emotional, and physical skills. Includes outside games, musical games, circle games, concept games, and cooperative games.




Reading Games for Young Children


Book Description

When you bend yourself into a letter shape or have an alphabet phone conversation, learning to read is FUN. Young children learn and retain more information when they are enjoying themselves. In "Reading Games for Young Children," best-selling author Jackie Silberg offers over 200 activities that will keep children ages three to six engaged, interested and entertained as they acquire the skills they need to become successful readers. Organized by elements of literacy, such as alliteration, alphabet, letter sounds and rhyming, this book provides research-based information on literacy development in young children. The fun and easy-to-do activities require little preparation and few materials. Trusted author Jackie Silberg brings us another book full of wonderful learning activities. A few examples of the fun and simple reading games you'll find: The First Sound Store Betty, Batter, Butter, Bitter Where Is the Letter? Close Your Eyes Art The Sound Shopping Trip Singing the Vowels Food Names Letter Buffet Circle the Letter Alphabet Car Trip Sticker Sound Story Same or Different Long Vowels Chant







101 Great Games for Kids


Book Description

Divided into four sections, 101 Great Games for Kids brings Scripture to life through active games that get kids up and moving rather than sitting in their chairs.




Fun Games and Physical Activities to Help Heal Children Who Hurt


Book Description

Develop children's brains and bonds with this collection of no-tech, physical games, strategies and activities. Ideal for children who have experienced neglect, abuse and trauma, these "real-world" experiences draw on therapeutic, trauma-focused-care play principles and promote positive attachment between child and caregivers. Explanations for how and why specific play themes and caregiver attitudes can help children's brain development enhance the text. The book also shows how children learn to problem-solve real life situations by playing them out, finding workable solutions to their own problems, and increasing their resiliency. Further benefits include better cause-effect thinking, impulse control, and increased cognitive and emotional functioning by practicing physical movements that exercise specific areas of the brain.




Games


Book Description

Great Games For Family, Friends, Children & Yourself! Get More FUN In Your Life! In this book you will discover an incredible variety of games that will bring hours upon hours of joy into your life & those you care about! People have been playing games to keep themselves entertained for centuries. While many people think that game-playing is just for children, it is just as important for adults too, as it helps relieve stress and tension from everyday life. This book has exciting and fun games for all age groups and social circles. Get ready to enjoy some of the best games of all time as well as some new games that you can play with your children, family, friends and even by yourself. Life is so much more enjoyable when you actively incorporate enjoyable games into it! Here Is A Preview Of What You'll Discover... A Variety Of Games That Anyone Can Play With Little Or No Money Lots Of Games That Children Love! Games That Everyone In The Family Will Enjoy Games That Are Great To Play With Friends Games That You Can Play On Your Own How To Stimulate Your Creativity & Social Skills With Games Some of the Best Classic Games Of All Time Much, much more! What are you waiting for? If you are still reading this you are obviously motivated to get all the benefits this book has to offer. Stop thinking and take ACTION. Buy It Now




Gaming Empire in Children's British Board Games, 1836-1860


Book Description

Over a century before Monopoly invited child players to bankrupt one another with merry ruthlessness, a lively and profitable board game industry thrived in Britain from the 1750s onward, thanks to publishers like John Wallis, John Betts, and William Spooner. As part of the new wave of materials catering to the developing mass market of child consumers, the games steadily acquainted future upper- and middle-class empire builders (even the royal family themselves) with the strategies of imperial rule: cultivating, trading, engaging in conflict, displaying, and competing. In their parlors, these players learned the techniques of successful colonial management by playing games such as Spooner’s A Voyage of Discovery, or Betts’ A Tour of the British Colonies and Foreign Possessions. These games shaped ideologies about nation, race, and imperial duty, challenging the portrait of Britons as "absent-minded imperialists." Considered on a continuum with children’s geography primers and adventure tales, these games offer a new way to historicize the Victorians, Britain, and Empire itself. The archival research conducted here illustrates the changing disciplinary landscape of children’s literature/culture studies, as well as nineteenth-century imperial studies, by situating the games at the intersection of material and literary culture.




Children and Games in the Middle Ages


Book Description

Discusses the roles and activities of children of all ages in the Middle Ages.




The Effects of Video Games on Children


Book Description

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.