8 people - 6 Months - 1 Country - 43 States - 20 Cities - 18 churches visited - 10 homes - 24 campsites - 5 host churches - 2 Bible Conferences - 20 National Parks - 20 Museums - 7 Capitol Buildings - 2 Military Bases - 2 Space Shuttles - 3 Great Bridges - 108 Fridge Magnets - 21, 139 Kilometers (or 13, 138 miles) When Singaporeans, Dan and Sue, decided to take their six homeschooled children on an epic 6-month road trip in the USA, they never did imagine just how tremendous their experience would turn out to be! Traveling with their faithful Pop-up Camper, 6 kids in tow (15- 3 years old), America has left them with a deeply enriching experience. A full colour, 300 page book with many stunning and inspiring photographs taken by their eldest son Asher (who was 15 at the time of the trip), this travelogue attempts to chronologically record the family's epic 43 state journey around the USA. The whole family contributes many candid thoughts and learning moments being on a daily shifting schedule and of their encounters in a vast country so different from their own. As exciting as any unscripted adventure could go- expect the unexpected. There were many ups and downs in the course of their journey. The Ongs give an insight into some of their Christian guiding principles on how their family of eight co-exist together in loving relationships, and how they overcame obstacles and difficulties they encountered. School was everywhere they camped, Education was lived out, America was their textbook, and God, their Master Teacher!
In the past two decades, several U.S. states have explored ways to mainstream media literacy in school curriculum. However one of the best and most accessible places to learn this necessary skill has not been the traditional classroom but rather the library. In an increasing number of school, public, and academic libraries, shared media experiences such as film screening, learning to computer animate, and video editing promote community and a sense of civic engagement. The Library Screen Scene reveals five core practices used by librarians who work with film and media: viewing, creating, learning, collecting, and connecting. With examples from more than 170 libraries throughout the United States, the book shows how film and media literacy education programs, library services, and media collections teach patrons to critically analyze moving image media, uniting generations, cultures, and communities in the process.
What are the patterns of teaching and learning that make a classroom holistic? How do children invent oral and written language? How do they create the culture and curriculum of a classroom? How does the spirit of community and collaboration develop among children and teachers? What are the relationships between literacy, schooling, and socialization as they form among the children? These are a few of the broad questions that Kathy Whitmore and Caryl Crowell answer in this absorbing portrait of Caryl's third-grade classroom, "the Sunshine Room." Over the span of a school year, we watch the students in this bicultural classroom within a bilingual, working-class neighborhood work and develop together as a community of learners. It is the story of how the Sunshine Room, like many whole language classrooms, invents itself; and how in this process the children themselves are continually inventing oral and written language, culture, and curriculum. In two separate collaborative voices, the authors carry readers through several critical events in the life of the classroom: the process through which the children and the teachers negotiate the curriculum, the creation of a theme study about the Middle Ages, and a vicarious experience of the Middle East war through children's literature and discussions. On an individual level, the deep friendship between Seaaira, an English-speaking child from the volunteer community, and Lolita, a bilingual Latina from the barrio, is symbolic of the bicultural experience fostered in the Sunshine Room.
Storyton Hall, Virginia, is a top travel destination for book lovers and the perfect spot for literary events. But as a children’s book publisher hosts a gathering there, some folks aren’t going to live—happier ever after or otherwise . . . Jane Steward’s resort is hopping—not only is Peppermint Press’s conference in full swing, there are also lots of families staying on the premises, bringing their kids to events like a scavenger hunt through the Fairy Tale Forest. Then a woman dressed like Little Red Riding Hood is found dead from a plot device straight out of a fairy tale—with a rare and valuable copy of Grimm’s Fairy Tales in her basket. Not long after, a second victim is killed, with yet another treasure—a volume by Hans Christian Andersen worth thousands of dollars—nearby. It looks like a big bad wolf may be lurking among the guests, and Jane can’t just wait for a handsome prince to come to the rescue . . . “Readers will find themselves wanting to live in Storyton, no matter how many people end up dead there.” —Suspense Magazine on Murder in the Locked Library Visit us at www.kensingtonbooks.com
Given a chance to observe at the Academy at Swift River, a school helping teenagers in crisis, the author sees the students' struggles and see their transformations from the inside.
This proceedings book comprises the latest achievements in research and development in educational robotics presented at the 11th International Conference on Robotics in Education (RiE), which was carried out as a purely virtual conference from September 30 to October 2, 2020. Researchers and educators will find valuable methodologies and tools for robotics in education that encourage learning in the fields of science, technology, engineering, arts and mathematics (STEAM) through the design, creation and programming of tangible artifacts for creating personally meaningful objects and addressing real-world societal needs. This also involves the introduction of technologies ranging from robotics platforms to programming environments and languages. Evaluation results prove the impact of robotics on the students’ interests and competence development. The presented approaches cover the whole educative range from elementary school to university in both formal as well as informal settings.
Writing is hard work. Teaching it can be even harder. As most teachers know, writer's workshop doesn't always go as planned, and many find there are obstacles that they consistently struggle with. In his role as a literacy coordinator and teacher, Mark Overmeyer has heard the same issues raised again and again by both new and experienced colleagues. When Writing Workshop Isn't Working: Answers to Ten Tough Questions, Grades 2–5 provides practical advice to overcome these common problems and get your writing workshop back on track. Acknowledging the process-based nature of the writing workshop, this book does not offer formulaic, program-based, one-size-fits-all answers, but presents multiple suggestions based on what works in real classrooms. This second edition includes updated ideas for common issues in the workshop and features new chapters on technology and resistant writers. Questions addressed in the new edition include: · How can I reach resistant writers? · How can I support students in their use of technology, including AI? · How should I assess student writing? · How do I manage writing conferences? · How can I help my students revise and self-edit? This book is a handy reference tool for answering specific questions as they pop up during the year. Overmeyer uses student examples throughout to help teachers envision these solutions in their own classes, and he includes an array of classroom-tested ideas for multilingual learners. There may not be any easy answers to the complexities of writer's workshop, but by identifying and providing advice on common stumbling blocks, the second edition of When Writing Workshop Isn't Working provides a solid groundwork—freeing up time and creativity for teachers to address the specific needs of their students.
Emotion. Ego. Impatience. Stubbornness. Characteristics like these make creating sites and apps for kids a daunting proposition. However, with a bit of knowledge, you can design experiences that help children think, play, and learn. With Design for Kids, you'll learn how to create digital products for today's connected generation.