Is what Adam and Tom overhear true? Is Sifu Faiza selling the kung fu school? And can they find a way to change her mind in time? All the kids get together to help, but they'll have to figure out a mysterious puzzle about hours, minutes, and temperature to find the unexpected solution in . . . The Kung Fu Puzzle.
Soon after 17-year-old Miranda awakens with no memory, she discovers that she can release a mysterious energy that incites pure terror in everyone around her except Peter, who tells her she is part of an elite force of genetically altered teens. First in a powerful new series.
The authors show that there are underlying mathematical reasons for why games and puzzles are challenging (and perhaps why they are so much fun). They also show that games and puzzles can serve as powerful models of computation-quite different from the usual models of automata and circuits-offering a new way of thinking about computation. The appen
After the fence gate is left unlatched, Amy's playful new puppy, Brada, escapes! The other kids want to help Amy and her parents look for Brada. But to find her quickly, they will need to figure out where she's most likely to go. They'll use what they know about where she's gone in the past—and probability—to find . . . The Runaway Puppy.
Audisee® eBooks with Audio combine professional narration and sentence highlighting for an engaging read aloud experience! Somebody has stolen money from the soccer team. Everyone thinks Tom, the team's big bully, did it, but he says it wasn't him. Should Adam, Amy, Joy, and Sam believe him and help? They will have to figure out how much money was stolen—and also why! The kids work with dollars and cents to find . . . The Hundred-Dollar Robber.
Sam's little sister Michelle thinks there's a ghost in the creepy old house their dad bought. With help from a couple of friends on the soccer team, Sam, Amy, and Michelle use an old ghost story—plus measuring tools and calculations for distance, volume, and perimeters—to figure out the truth behind . . . The Secret Ghost.
The first volume in a two-part series that explores the theory of Wing Chun—a style of kung fu and self-defense—from a technical, lifestyle, and philosophical perspective Written by Wayne Belonoha—a certified Ving Tsun Instructor and National Certified Coach, 7th Level, Master Degree—The Wing Chun Compendium offers hundreds of tips and techniques specifically designed to help readers advance to the next stage. The Wing Chun Compendium is divided into eight sections, including Theory, Techniques, Drills, Chi Sau (Sticky Hands), Forms, Pressure Points, Health and Fitness, and Terminology. Students of all levels will find tips for improving technique and gaining benefits from the book's instruction in over twenty of the top skill-building drills and exercises, such as the Maai Sang Jong and Bong Guek (Sticky Legs) drills. Covering all three hand forms (Siu Nim Tau, Cham Kiu, and Biu Ji), it also provides a detailed examination of each movement and application and features an extensive terminology section that includes the Chinese characters and both Cantonese and Mandarin pronunciations for over two hundred of the most common wing chun terms. The compendium concludes with Grandmaster Sunny Tang's special article, “Reflections of Siu Nim Tau After 30 Years.”
Graphic novels are an excellent medium to motivate today's youth to become independent learners and thinkers. This practical guide shows secondary school teachers how to incorporate graphic novels into content area instruction as a tool for meeting the needs of diverse learners and achieving the goals of the Common Core State Standards. The authors provide instructional guidelines with classroom examples that demonstrate how graphic novels can be used to expand content knowledge and literacy in science, social studies, math, and English/language arts. Teachers will appreciate the book's specific suggestions for selecting graphic novels and for employing responsive practices that will build students' reading, writing, speaking, listening, and media competencies.
This book provides everything STEM teachers need to use graphic novels in order to engage students, explain difficult concepts, and enrich learning. Drawing upon the latest educational research and over 60 years of combined teaching experience, the authors describe the multimodal affordances and constraints of each element of the STEM curriculum. Useful for new and seasoned teachers alike, the chapters provide practical guidance for teaching with graphic novels, with a section each for Science, Technology, Engineering, and Mathematics. An appendix provides nearly 100 short reviews of graphic novels arranged by topic, such as cryptography, evolution, computer coding, skyscraper design, nuclear physics, auto repair, meteorology, and human physiology, allowing the teacher to find multiple graphic novels to enhance almost any unit. These include graphic novel biographies of Stephen Hawking, Jane Goodall, Alan Turing, Rosalind Franklin, as well as popular titles such as T-Minus by Jim Ottaviani, Brooke Gladstone's The Influencing Machine, Theodoris Andropoulos's Who Killed Professor X, and Gene Yang's Secret Coders series.