Spur-Of-The-Moment Games

Spur-Of-The-Moment Games

Author: Mary J. Davis

Publisher: David C Cook

Published: 2004-06

Total Pages: 100

ISBN-13: 9780781441186

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Spur-of-the-Moment Games has loads of games that help keep learning fun! The variety of games help meet the unique needs of class sizes and settings, all with no teacher preparation required!


Games 2

Games 2

Author: Youth Specialties,

Publisher: Zondervan

Published: 2011-03-01

Total Pages: 167

ISBN-13: 0310862132

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Nearly 400 more wild, creative games for guaranteed fun! - Baseball and Kickball Games . . . The national pastime is hereby turned on its ear by more nutty variations than you can shake a Louisville Slugger at. Plus other diamond games, like kickball. - Swimming Pool and Lake Games . . . Whether your water is a pond, pool, or Puget Sound, we've got contests, activities -- even a spectator Water Carnival (see page 117). - Wide Games . . . Got a few acres and a few hours to organize, strategize -- and then use stealth and cunning to infiltrate enemy lines, smuggle contraband through customs, or detect (and dispatch) aliens? These adventure games are perfect for camps and retreats! - Golf Games . . . You don't need manicured courses, motorized carts, or polyester pants. What you do need are people willing to golf with marshmallows, rubber bands, hula hoops, and croquet mallets. - Frisbee Games . . . Portable, ubiquitous, and supremely cool, flying discs hold hours of entertainment for your group. In fact, why not plan an entire day of Frisbee games? Plus . . . A bevy of relay races, outdoor games especially for large and small groups, 30-some soccer and hockey games, alternative football games, and enough water games (including water balloon games) to give your group a sopping good summertime! Whether you're a youth worker or recreation director in a church, school, club, or camp -- Games 2 is brimming with notoriously wild, creative, and youth-group tested games!


A Gaggle of Giggles and Games

A Gaggle of Giggles and Games

Author: Lois Keffer

Publisher: David C Cook

Published: 2002

Total Pages: 116

ISBN-13: 9780781438407

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Children's ministry can be fun and meaningful when you use these incredibly creative resources from Godprints--"The Most Creative Children's Ministry Resource Ever!" Every activity helps kids learn what God is like and how to become more like Him! That's why we say - these are Resources That Leave a Godprint!


Simple Play

Simple Play

Author: Rachel Coley

Publisher: Cando Kiddo

Published: 2015-07-13

Total Pages: 54

ISBN-13: 9780692479490

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PARENTING IS COMPLICATED. BABY PLAY DOESN'T HAVE TO BE. A busy parent's guide to totally do-able activities for little sitters, crawlers, standers and cruisers. Written by a pediatric Occupational Therapist and mommy, this much-anticipated sequel to Begin With a Blanket: Creative Play For Infants proves you don't need to be artsy or crafty, have a Pinterest-worthy playroom or a house-full of expensive toys in order to play in ways that promote your baby's cognitive, motor and sensory development! YOU'LL LEARN: ways to expand on your baby's development, curiosity and new motor skills ideas for including fine motor, gross motor and sensory play into your baby's day the developmental benefits of each of the 40 activities how to know when your baby is ready for sitting with help and much, much more! ALSO INCLUDED: free bonus materials including printable tools and resources What are you waiting for? Start having more fun with your baby today - the simple and easy way!


In Spite Of

In Spite Of

Author: Shirley I. Kiss

Publisher: Trafford Publishing

Published: 2012-10-17

Total Pages: 159

ISBN-13: 1466954388

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Shirley I. (Voss) Kiss, mother of seven, grandmother, and great-grandmother, began putting her thoughts on paper early in life, as a form of release. Later, she kept written records to protect her children in case of her unresolved death. A second marriage and relocation all added up to her being put in a position to help others who faced many of the difficulties she herself had lived. In the end, it seemed a good way to inform her children and their future families on the life she had lived . . . (in spite of, not because of)


Games 3

Games 3

Author: Youth Specialties

Publisher: Zondervan

Published: 2001

Total Pages: 154

ISBN-13: 0310231795

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The newest volume in the best-selling Ideas Library is Games 3--a collection of more than 400 fun, creative, youth-group-tested games. Indoor games, outdoor games, water games, balloon games, wide games, living room games, large and small group games, rowdy games, silly games, quiet games, hilarious games--brand new games to keep your group laughing, and building community. Perfect for youth workers and recreation directors.


Power Game

Power Game

Author: Hedrick Smith

Publisher: Ballantine Books

Published: 2012-11-07

Total Pages: 817

ISBN-13: 030782957X

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Washington, D.C. The one city that affects all our lives. The one city where the game has only one name: Power. Hedrick Smith, the Pulitzer Prize-winning ex-Washington bureau chief of The New York Times, takes us inside the beltway to show who wields the most power—and for what ends. The Power Game explains how some members of Congress have built personal fortunes on PAC money, how Michael Deaver was just the tip of the influence-peddling iceberg, how “dissidents” in the Pentagon work to keep the generals honest, how insiders and “leakers” use the Times and The Washington Post and their personal bulletin boards. Congressional staffers more powerful than their bosses, media advisors more powerful than the media, money that not only talks but intimidated and threatens. That’s Washington. That’s The Power Game. Praise for Power Game “The Power Game may be the most sweeping and in many ways the most impressive portrait of the culture of the federal government to appear in a single work in many decades. . . . Knowledgeable and informative.”—The New York Times Book Review “There are oodles of good yarns in this book about the nature of power and the eccentricities that accompany it. . . . Delightfully fresh . . . [Hedrick] Smith is a superb writer.”—The Washington Post “Not only the inside stuff, but the insightful stuff—an original view of the power playing.”—William Safire


Games, Design and Play

Games, Design and Play

Author: Colleen Macklin

Publisher: Addison-Wesley Professional

Published: 2016-05-19

Total Pages: 372

ISBN-13: 0134392221

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The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game’s design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!