Right-Brained Addition & Subtraction

Right-Brained Addition & Subtraction

Author: Sarah Major

Publisher: Child1st Publications LLC

Published: 2013-03

Total Pages: 182

ISBN-13: 9781936981540

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Right-Brained Addition & Subtraction begins with number recognition and counting, and continues through single-digit computation, number patterns, number sense, and number families. Included are stylized numbers and a song that helps children relate number symbols with number names. Then there is the core of the Right-Brained series which is the visuals and patterns for the facts to 10. Most importantly, children don't do computation by counting, but rather by the "see and say" method. The visual background they receive with the games allows them this fluency with their facts. This detailed resource book is packed with 101 pages of handy blackline masters of worksheets, assessments, and overheads making lesson preparation a snap.


Textbook of Neural Repair and Rehabilitation: Volume 2, Medical Neurorehabilitation

Textbook of Neural Repair and Rehabilitation: Volume 2, Medical Neurorehabilitation

Author: Michael E. Selzer

Publisher: Cambridge University Press

Published: 2014-04-24

Total Pages: 749

ISBN-13: 1139915967

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In two freestanding volumes, Textbook of Neural Repair and Rehabilitation provides comprehensive coverage of the science and practice of neurological rehabilitation. Revised throughout, bringing the book fully up to date, this volume, Medical Neurorehabilitation, can stand alone as a clinical handbook for neurorehabilitation. It covers the practical applications of the basic science principles presented in Volume 1, provides authoritative guidelines on the management of disabling symptoms, and describes comprehensive rehabilitation approaches for the major categories of disabling neurological disorders. New chapters have been added covering genetics in neurorehabilitation, the rehabilitation team and the economics of neurological rehabilitation, and brain stimulation, along with numerous others. Emphasizing the integration of basic and clinical knowledge, this book and its companion are edited and written by leading international authorities. Together they are an essential resource for neuroscientists and provide a foundation of the work of clinical neurorehabilitation professionals.


Simple Cross Number Puzzle Book Large Print

Simple Cross Number Puzzle Book Large Print

Author: Puzzre

Publisher:

Published: 2021-04-10

Total Pages: 108

ISBN-13:

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Simple Cross Number is constructed on a crossword grid just like a standard crossword, but the digits 1 to 9 are used instead of the letters of the alphabet. In a Cross Number Puzzle, the Across and Down clues are sums, subtraction, multiplication, or division of the digits in the across and down words. The rules are simple: 1.The empty cells should contain numbers from 1 through 9 2.The clues in the rightmost cell and the lowest cell tells the sums, subtraction, multiplication, or division of the numbers before that clue. (on the right or down) 3.The numbers in empty cells must be unique. No number should be used more than once. 4. Use regular math order of operations ( x ÷ precedes + - ) Book features: This book contains 180 Cross Number Puzzles Large-print Book. very easy to read, and fill out. Large and Easy To Read Font 2 puzzles per page, solving could be easy on your eyes An answer key for each puzzle Puzzles are printed on high-quality white paper, size 8,5 x 11 inches By using this selection of sudoku puzzle books you would experience enhanced brain capabilities for example focus, logical thinking, and memory. Perfect puzzle book collections as a special gift for your loved ones Choose your book today by clicking on the BUY NOW button at the top of this page. Get Your Book NOW!


The Ultimate Book Club: 180 Books You Should Read (Vol.2)

The Ultimate Book Club: 180 Books You Should Read (Vol.2)

Author: Johann Wolfgang von Goethe

Publisher: Good Press

Published: 2023-12-17

Total Pages: 20122

ISBN-13:

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The Ultimate Book Club: 180 Books You Should Read (Vol.2) heralds a grand assembly of masterpieces, weaving together a rich tapestry of literary excellence that spans centuries, continents, and genres. The collection boasts an array of literary styles, from the nuanced psychological narratives of Fyodor Dostoyevsky to the pioneering science fiction of H.G. Wells, and from the intricate social commentaries of Jane Austen to the existential musings of Friedrich Nietzsche. It cultivates an absorbing dialogue between the traditions of Western literature and the philosophical depths of Eastern works, such as those by Confucius and Laozi. Significant for its diversity and depth, the anthology showcases the evolving landscape of literary forms, capturing the universal human experience in its myriad expressions. The contributing authors and editors, each a luminary in their own right, bring to this collection an unparalleled depth of cultural, historical, and literary insight. Their backgrounds span the gamut of the 18th to 20th centuries, reflecting major literary movements from Enlightenment thought to Romanticism, Realism, and beyond. Authors like Virginia Woolf and Kafka represent the transition to Modernism, exploring new narrative techniques. Their collective works offer a panoramic view of human thought and societal developments, encapsulating pivotal moments in history and the perennial themes of love, conflict, ambition, and despair. For the ardent bibliophile, The Ultimate Book Club: 180 Books You Should Read (Vol.2) offers an unrivaled journey through the landmarks of global literature. It invites readers to immerse themselves in the richness of human expression, challenging perceptions and broadening horizons. This volume is not merely a collection of texts but a bridge connecting varied epochs, cultures, and philosophies. It stands as a testament to the enduring power of literature to illuminate the human condition, making it an essential addition to any discerning reader's collection.


The Amazing Illustrated Word Game Memory Books Vol. I, Set I

The Amazing Illustrated Word Game Memory Books Vol. I, Set I

Author: Frank H Gaertner

Publisher: AuthorHouse

Published: 2006-11

Total Pages: 292

ISBN-13: 9781425945084

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If ever you have been humiliated playing word games, wondered how some players seem to pull seven-letter words out of a hat, questioned what your favorite game words meant, or simply could use a humorous, mentally stimulating way to rapidly recall key bonus words, then The Amazing Illustrated Word Game Memory Book is for you. This volume organizes letters in groups of six, the so-called six-letter stems, according to those most likely to lead to seven-letter bonus-scoring words. The letters of my central seven six-letter stems; INEAST, RNEAST, IREAST, INRAST, INERST, INEART and INEASR, are ones that are highly likely to show up in scrambled array in a word-game-seven-letter hand, and are the ones most likely to generate seven-letter bonus words. For example, add any letter, except J, Q or Y, to INEAST and one or more of the seven-letter words in the official word-game lexicon show up, but of course you have to know them and quickly unscramble them to be able to use them. In this volume these words are mentally filed for instantaneous recall through the use of coded, dramatically humorous stories and pictures. Active participation on the part of the reader in the form of reading, reciting, writing and coloring is used to trigger memory traces in both the right and left-brain. Mental visualization of pictures is used to reinforce photographic memory. And the humorous, dramatic or sometimes politically incorrect stories that go with the pictures are used to reinforce emotional memory traces. In addition the stories and the seven-letter words that go with the stories are organized according to an alphanumeric code that helps create a mental filing cabinet for rapid retrieval of the words in question. A method of play that will further increase the chances of forming bonus-scoring game-words is also given.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Author: James Paul Gee

Publisher: Macmillan

Published: 2014-12-02

Total Pages: 233

ISBN-13: 1466886420

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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.