Zephyr's parents have no idea how difficult it is to follow so many rules. There are rules about when to wake up, rules about keeping his room clean and rules about how many pets he can have. But Zephyr is not the only one who must follow rules. In this beautifully illustrated children's book, you will follow Zephyr as he learns about various forms of government. There are bees who have a queen that controls everything they do, which is an Absolute Monarchy. Grasshoppers live without rules, singing and dancing whenever they want -- this is Anarchy. Ants have a queen that makes rules to help her subjects, which is a Constitutional Monarchy. You will also learn about Republics, Theocracies, Aristocracies and more as we discover how different communities make rules and form governments.
Give early readers a look into who determines the rules for various places--from the classroom to the entire country! With vivid images in conjunction with easy-to-read text, readers are encouraged to recognize and follow rules that impact their lives.
Give early readers a look into who determines the rules for various places--from the classroom to the entire country! With vivid images in conjunction with easy-to-read text, readers are encouraged to recognize and follow rules that impact their lives.
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.
Give early readers a look into who determines the rules for various places--from the classroom to the entire country! With vivid images in conjunction with easy-to-read text, readers are encouraged to recognize and follow rules that impact their lives. This 6-Pack includes six copies of this title and a lesson plan.
The Model Rules of Professional Conduct provides an up-to-date resource for information on legal ethics. Federal, state and local courts in all jurisdictions look to the Rules for guidance in solving lawyer malpractice cases, disciplinary actions, disqualification issues, sanctions questions and much more. In this volume, black-letter Rules of Professional Conduct are followed by numbered Comments that explain each Rule's purpose and provide suggestions for its practical application. The Rules will help you identify proper conduct in a variety of given situations, review those instances where discretionary action is possible, and define the nature of the relationship between you and your clients, colleagues and the courts.