Fun to play on the board or on the computer, Connect 4 has become a staple of the family game room and this is the definitive book on the subject. It tells all about how Connect 4 came to be, offers game-enhancing strategies from a puzzle expert and provides actual examples so solvers can test themselves.
This approach to teaching basic math facts, grounded in years of research, will transform students' learning of basic facts and help them become more confident, adept, and successful at math. Mastering the basic facts for addition, subtraction, multiplication, and division is an essential goal for all students. Most educators also agree that success at higher levels of math hinges on this fundamental skill. But what's the best way to get there? Are flash cards, drills, and timed tests the answer? If so, then why do students go into the upper elementary grades (and beyond) still counting on their fingers or experiencing math anxiety? What does research say about teaching basic math facts so they will stick? In Math Fact Fluency, experts Jennifer Bay-Williams and Gina Kling provide the answers to these questions—and so much more. This book offers everything a teacher needs to teach, assess, and communicate with parents about basic math fact instruction, including The five fundamentals of fact fluency, which provide a research-based framework for effective instruction in the basic facts. Strategies students can use to find facts that are not yet committed to memory. More than 40 easy-to-make, easy-to-use games that provide engaging fact practice. More than 20 assessment tools that provide useful data on fact fluency and mastery. Suggestions and strategies for collaborating with families to help their children master the basic math facts. Math Fact Fluency is an indispensable guide for any educator who needs to teach basic math facts.
It happens sometimes there is no wifi, no internet and no phone service! What can you do? Hundred's of Each Game: Tic Tac Toe Four in a Row, Hang Man and the new 3D TIC TAC TOE Great Idea For: white elephant gift gag gift punishment gift when you have to take your kids electronics road trip boredom buster rural settings where service is questionable or maybe you like playing paper games and this book is for you!
“[A] timely book . . . a wonderfully entertaining trip around the board, through 4,000 years of game history.” —The Wall Street Journal Board games have been with us even longer than the written word. But what is it about this pastime that continues to captivate us well into the age of smartphones and instant gratification? In It’s All a Game, Tristan Donovan, British journalist and author of Replay: The History of Video Games, opens the box on the incredible and often surprising history and psychology of board games. He traces the evolution of the game across cultures, time periods, and continents, from the paranoid Chicago toy genius behind classics like Operation and Mouse Trap, to the role of Monopoly in helping prisoners of war escape the Nazis, and even the scientific use of board games today to teach artificial intelligence how to reason and how to win. With these compelling stories and characters, Donovan ultimately reveals why board games—from chess to Monopoly to Risk and more—have captured hearts and minds all over the world for generations. “Splendid . . . A quick and breezy read, it doesn’t just tell the fascinating stories of the (often struggling) individuals who created our favorite games. It also manages to convey the entire sweep of board game history, from the earliest forms of checkers to modern-day surprise hits like Settlers of Catan.” —Mashable “Artfully weaves together culture, business, and ways games impact society.” —Booklist “A fascinating and insightful discussion not only of games past, but the socioeconomic and historical factors that contributed to their popularity.” —Chicago Review of Books
From New York Times bestselling author and Michigan football expert John Back, an analysis of the state of college football: Why we love the game, what is at risk, and the fight to save it. In search of the sport’s old ideals amid the roaring flood of hypocrisy and greed, bestselling author John U. Bacon embedded himself in four college football programs—Penn State, Ohio State, Michigan, and Northwestern—and captured the oldest, biggest, most storied league, the Big Ten, at its tipping point. He sat in as coaches dissected game film, he ate dinner at training tables, and he listened in locker rooms. He talked with tailgating fans and college presidents, and he spent months in the company of the gifted young athletes who play the game. Fourth and Long reveals intimate scenes behind closed doors, from a team’s angry face-off with their athletic director to a defensive lineman acing his master’s exams in theoretical math. It captures the private moment when coach Urban Meyer earned the devotion of Ohio State’s Buckeyes on their way to a perfect season. It shows Michigan’s athletic department endangering the very traditions that distinguish the college game from all others. And it re-creates the euphoria of the Northwestern Wildcats winning their first bowl game in decades. Most unforgettably, Fourth and Long finds what the national media missed in the ugly aftermath of Penn State’s tragic scandal: the unheralded story of players who joined forces with Coach Bill O’Brien to save the university’s treasured program—and with it, a piece of the game’s soul. This is the work of a writer in love with an old game—a game he sees at the precipice. Bacon’s deep knowledge of sports history and his sensitivity to the tribal subcultures of the college game power this elegy to a beloved and endangered American institution.
Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.
OVER 3 MILLION COPIES SOLD OF THE #1 BESTSELLING SERIES! Don't miss this New York Times bestselling "impossible to put down" (Buzzfeed) novel with deadly stakes, thrilling twists, and juicy secrets—perfect for fans of One of Us is Lying and Knives Out. Avery Grambs has a plan for a better future: survive high school, win a scholarship, and get out. But her fortunes change in an instant when billionaire Tobias Hawthorne dies and leaves Avery virtually his entire fortune. The catch? Avery has no idea why—or even who Tobias Hawthorne is. To receive her inheritance, Avery must move into sprawling, secret passage-filled Hawthorne House, where every room bears the old man's touch—and his love of puzzles, riddles, and codes. Unfortunately for Avery, Hawthorne House is also occupied by the family that Tobias Hawthorne just dispossessed. This includes the four Hawthorne grandsons: dangerous, magnetic, brilliant boys who grew up with every expectation that one day, they would inherit billions. Heir apparent Grayson Hawthorne is convinced that Avery must be a conwoman, and he's determined to take her down. His brother, Jameson, views her as their grandfather's last hurrah: a twisted riddle, a puzzle to be solved. Caught in a world of wealth and privilege with danger around every turn, Avery will have to play the game herself just to survive. **The games continue in The Hawthorne Legacy, The Final Gambit, and The Brothers Hawthorne!
Bring Novelty Into The Classroom To Get Knowledge Into Students’ Brains! You can invest time and effort into perfecting your lesson plans, encouraging good student behavior, and ensuring your classroom accommodates every learning style. But if your students don’t remember what you teach them, what’s the point? Banish this concern forever when you use the strategies in this thoroughly updated third edition of Marcia Tate’s bestselling Worksheets Don’t Grow Dendrites, which details twenty definitive brain-compatible techniques to maximize retention and minimize forgetting in learners of all ages. Tate’s techniques are drawn from the latest neuroscientific research and learning style theory and are described step-by-step for immediate application in your classroom. Learn how to: Incorporate interactive fun to your existing lessons, including field trips, games, humor, and even music and rap Use graphic organizers and word webs to solidify lessons visually Facilitate innovative methods of project-based learning You’ll also benefit from new sample lesson plans, activities, and illustrations that reflect the latest research on how students’ brains develop and function. With this book, your students will retain the information from your classroom for years to come.