The Mighty Multiples Times Table Challenge makes learning the times tables fun, interactive and practical! The activities engage children in their learning using a visual, auditory, kinaesthetic approach to learning the times tables. The integral problem solving ensures children learn to use and apply their times tables in real life situations.
Strengthen basic math skills with activities that supplement your math curriculum and reinforce key skills. Use this super resource—Math Skills Workout Grade 3—to help get your youngsters’ math skills in tip-top shape! Inside you’ll find just what you need to supplement your math curriculum and strengthen students’ skills. The two-page activities in Math Skills Workout Grade 3 are designed to reinforce previously introduced math concepts. Each activity has a colorful teacher page and a skill-based reproducible student page. The teacher page includes the following: • the purpose of the activity • a summary of what students will do • a list of all needed materials, including any provided patterns • vocabulary to review before the students complete the reproducible • two fun-filled extension activities The student page is a skill-based reproducible that supports NCTM standards. Most reproducibles have a bonus box designed to provide an extra challenge. Answer keys are provided in the back of the book. Select from a variety of activities to meet your students’ individual needs. Then use the accompanying extension activities to provide extra skill reinforcement or to informally assess students’ progress. Tailoring math practice has never been so easy!
Max is used to being called Stupid. And he is used to everyone being scared of him. On account of his size and looking like his dad. Kevin is used to being called Dwarf. And he is used to everyone laughing at him. On account of his size and being some cripple kid. But greatness comes in all sizes, and together Max and Kevin become Freak The Mighty and walk high above the world. An inspiring, heartbreaking, multi-award winning international bestseller.
In Erosion, Gina Caison traces how American authors and photographers have grappled with soil erosion as a material reality that shapes narratives of identity, belonging, and environment. Examining canonical American texts and photography, including John Steinbeck's The Grapes of Wrath, Octavia Butler’s Parable series, John Audubon’s Louisiana writings, and Dorothea Lange’s Migrant Mother, Caison shows how concerns over erosion reveal anxieties of disappearance that are based in the legacies of settler colonialism. Soil loss not only occupies a complex metaphorical place in the narrative of American identity; it becomes central to preserving the white settler colonial state through Indigenous dispossession and erasure. At the same time, Caison examines how Indigenous texts and art such as Lynn Riggs's play Green Grow the Lilacs, Karenne Wood’s poetry, and Monique Verdin's photography challenge colonial narratives of the continent by outlining the material stakes of soil loss for their own communities. From California to Oklahoma to North Carolina’s Outer Banks, Caison ultimately demonstrates that concerns over erosion reverberate into issues of climate change, land ownership, Indigenous sovereignty, race, and cultural and national identity.
Oliver Walzer is shy, bookish, Jewish. He doesn’t know how to talk to girls. But he can slice, flick and spin a ping pong ball better than any teenager in Manchester. Oliver channels his frustrated adolescent lust into the game he loves. That is until the heartbreaking Lorna Peachley and the prospect of a place at Cambridge take his eye off the ball.
It's Saint Patrick's Day weekend in chilly upstate New York, and Samantha Davies, children's picture book author and sometime sleuth, is excited to attend the annual outdoors games put on by the local Wings Falls fire company. It will be a weekend filled with fun activities such as a skillet toss, four-wheeler race, and the ever-popular decorated wooden outhouse race across the ice. Sam is looking forward to dancing the night away with her beau, police detective Hank Johnson at the Firefighter's Ball. Sam's rug hooking group, the Loopy Ladies is sponsoring one of the outhouses and their senior member, Gladys O'Malley, will have the honor of riding on the "throne" to the finish line. Only not all goes as planned when the neighboring fire company's chief is found in Gladys' place—frozen solid and dead as a doornail! To make matters worse, both Gladys' and Sam's fingerprints are all over the evidence at the murder scene, taking them from attendees to suspects. Now it's up to Sam to clear their names and get to the truth. The only problem is the victim had disagreements with almost everyone in town, from the Wings Falls fire chief to a sexy blonde named Sunny Foxx—with two xx's—and a slew of other suspects. Can Sam find the killer before the Luck of the Irish runs out for her? Or will she become chilled to the bone when the killer catches up to her... "A doggone entertaining mystery filled with small town scandals! Funny and entertaining!" ~ Fresh Fiction
Based on the PocketGamer MasterClass Building a Pitch: From Concept to Document (2021), a decade’s worth of industry experience and numerous industry-level pitches for a variety of organisations, including Mediatonic, Epic Games and GDC, this book will equip you with methodologies, best practices and insights around video game pitch design. It will guide you through a step-by-step process from initial conceptualisation and idea validation to communicating your pitches on paper clearly and effectively –as well as illustrating why such a process can be highly valuable. In a day and age where video game development is more competitive than ever, the value and importance of "lightning in a bottle" pitches has never been higher: foundational visions capable of delivering video games that stand apart from the crowd as industry-renowned titles, generating immense critical or commercial success which (after the awe has abated) usually triggers the same internal question –"why didn’t I think of that!?" As such, this book will cover: •How video game pitches can determine the success potential of a video game •How to conceptualise unique and compelling ideas for a video game •How to validate your ideas to better determine whether they are capable of becoming "lightning in a bottle" experiences –or even worth prototyping •How to structure, format and write a video game pitch in a manner that not only helps you better expand upon and understand your own pitch but also makes it easier for others to understand and buy into This book will be of great interest to both seasoned and early-career game designers, students studying game design courses and start-up founders seeking investment.
Describes how a German-born biergarten owner who knew nothing about baseball bought the St. Louis Browns baseball team in an effort to sell more beer and unwittingly formed the American League and revitalized the sport.