Project X Origins is a ground-breaking guided reading programme for the whole school. This pack contains 1 set of guided reading notes and 5 reading books, 1 of each of: A Wild Ride, Don't Look Down, Atlantic Adventure, Sam's Flood Plan, The Water Cycle.
Project X Origins is a ground-breaking guided reading programme for the whole school. This pack contains 1 set of guided reading notes and 5 reading books, 1 of each of: Escape of the Giant Chicken, Attack of the Centipede, Dinosaur Safari, The Monster of the Deep, Dangerous Creatures.
Project X Origins is a ground-breaking guided reading programme for the whole school. This pack contains 1 set of guided reading notes and 5 reading books, 1 of each of: Sandcastle, The Snow Den, Cool Buildings, Mr Grim's Tower, Building Wembley.
E. H. Gombrich's Little History of the World, though written in 1935, has become one of the treasures of historical writing since its first publication in English in 2005. The Yale edition alone has now sold over half a million copies, and the book is available worldwide in almost thirty languages. Gombrich was of course the best-known art historian of his time, and his text suggests illustrations on every page. This illustrated edition of the Little History brings together the pellucid humanity of his narrative with the images that may well have been in his mind's eye as he wrote the book. The two hundred illustrations—most of them in full color—are not simple embellishments, though they are beautiful. They emerge from the text, enrich the author's intention, and deepen the pleasure of reading this remarkable work. For this edition the text is reset in a spacious format, flowing around illustrations that range from paintings to line drawings, emblems, motifs, and symbols. The book incorporates freshly drawn maps, a revised preface, and a new index. Blending high-grade design, fine paper, and classic binding, this is both a sumptuous gift book and an enhanced edition of a timeless account of human history.
Alice in Wonderland (also known as Alice's Adventures in Wonderland), from 1865, is the peculiar and imaginative tale of a girl who falls down a rabbit-hole into a bizarre world of eccentric and unusual creatures. Lewis Carroll's prominent example of the genre of "literary nonsense" has endured in popularity with its clever way of playing with logic and a narrative structure that has influence generations of fiction writing.
This Project X Origins Mixed Pack includes 1 set of guided reading notes and 4 reading books.The titles include two action-packed adventures with the Project X characters: Lunchtime SOS and A Nose for Trouble; one variety fiction book: My Superhero Grandad; and one fascinating non-fiction book: London's Smelly Story.Each cluster is linked by a theme to help all children, especially boys, make links in their learning between text type and content. This set of books is linked by the theme "What a Stink!".Each reading book contains inside cover notes that highlight challenge words, prompt questions and a range of follow-up activities to support children in their reading. Comprehensive guided reading notes offer step-by-step teaching support for each book with guidance about phonics, comprehension, vocabulary, fluency, spelling, grammar, punctuation and writing. Each set of notes has in-built assessment and is fully correlated to all UK curricula. This mixed pack is part of Project X Origins - everything you need to deliver effective guided reading sessions for Reception-Year 6 (P1-7). Developed by comprehension experts, it engages boys and helps every child reach higher standards. Online teaching resources and best practice films areavailable on www.oxfordowl.co.uk to ensure easy implementation.
Hugo and Shirley Jackson award-winning Peter Watts stands on the cutting edge of hard SF with his acclaimed novel, Blindsight Two months since the stars fell... Two months of silence, while a world held its breath. Now some half-derelict space probe, sparking fitfully past Neptune's orbit, hears a whisper from the edge of the solar system: a faint signal sweeping the cosmos like a lighthouse beam. Whatever's out there isn't talking to us. It's talking to some distant star, perhaps. Or perhaps to something closer, something en route. So who do you send to force introductions with unknown and unknowable alien intellect that doesn't wish to be met? You send a linguist with multiple personalities, her brain surgically partitioned into separate, sentient processing cores. You send a biologist so radically interfaced with machinery that he sees x-rays and tastes ultrasound. You send a pacifist warrior in the faint hope she won't be needed. You send a monster to command them all, an extinct hominid predator once called vampire, recalled from the grave with the voodoo of recombinant genetics and the blood of sociopaths. And you send a synthesist—an informational topologist with half his mind gone—as an interface between here and there. Pray they can be trusted with the fate of a world. They may be more alien than the thing they've been sent to find. At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
The classic work on the evaluation of city form. What does the city's form actually mean to the people who live there? What can the city planner do to make the city's image more vivid and memorable to the city dweller? To answer these questions, Mr. Lynch, supported by studies of Los Angeles, Boston, and Jersey City, formulates a new criterion—imageability—and shows its potential value as a guide for the building and rebuilding of cities. The wide scope of this study leads to an original and vital method for the evaluation of city form. The architect, the planner, and certainly the city dweller will all want to read this book.
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Recent scandals and controversies, such as data fabrication in federally funded science, data manipulation and distortion in private industry, and human embryonic stem cell research, illustrate the importance of ethics in science. Responsible Conduct of Research, now in a completely updated second edition, provides an introduction to the social, ethical, and legal issues facing scientists today.