Take a tour through a most unusual zoo where a young informative girl called Zelda and her pet cat Meow work and play. But at this particular zoo all the animals are 'zombified'. And though the animals are dead they do still move around and need to be taken care of. A fun-filled tour that's not too scary and gives young readers tidbits of information on their favorite animals they might find at a zoo.
Welcome to an unusual zoo...a Zombie Zoo! Join caretaker, Zelda and her pet cat, Meow, as they take you on a tour of the zoo and provide unique information about all your favorite animals, even though they have been zombified! Geared for a young reader, each animal is drawn by a different artist and Zelda provides some fascinating facts about each as well as some of the daily activities she has to do as caretaker. The full color drawings are created by 30 guest artists
A look at the incredible world of insects by your "host", Irving. Using illustrations from a number of illustrators in a humorous way, Irving gives tid-bits of fascinating information about the insects. Did you know that mosquitoes have 47 teeth? That some of your favorite candy is actually crushed up beetles (especially the red ones)? A perfect book for all ages and kids will enjoy the sometimes zany approach to the artwork.
A look at the famous Tarot cards. In this overview of the mystical cards, a brief history of the cards is accompanied by an original full page illustration by 22 different comic book artists for the Major Arcana. Also included is a summary of the Minor Arcana and an introduction to card spreading. A great primer and introduction for anyone interested in the Tarot cards with unique interpretations of the enchanted cards such as Death, the Moon, Judgement, the Chariot, the Devil, and all of the others. A Caliber Comics release.
A New York Times-Bestseller! For twelve-year-old Emily, the best thing about moving to San Francisco is that it's the home city of her literary idol: Garrison Griswold, book publisher and creator of the online sensation Book Scavenger (a game where books are hidden in cities all over the country and clues to find them are revealed through puzzles). Upon her arrival, however, Emily learns that Griswold has been attacked and is now in a coma, and no one knows anything about the epic new game he had been poised to launch. Then Emily and her new friend James discover an odd book, which they come to believe is from Griswold himself, and might contain the only copy of his mysterious new game. Racing against time, Emily and James rush from clue to clue, desperate to figure out the secret at the heart of Griswold's new game—before those who attacked Griswold come after them too. This title has Common Core connections.
Earthworm Jim and Cat Scratch creator, Douglas Tennapel, brings his next graphic novel following Iron West and Flink — Monster Zoo! Monster Zoo tells the story of a young boy who discovers his local zoo may be more frightening than he imagined!
The Dictionary of Midwestern Literature, Volume One, surveys the lives and writings of nearly 400 Midwestern authors and identifies some of the most important criticism of their writings. The Dictionary is based on the belief that the literature of any region simultaneously captures the experience and influences the worldview of its people, reflecting as well as shaping the evolving sense of individual and collective identity, meaning, and values. Volume One presents individual lives and literary orientations and offers a broad survey of the Midwestern experience as expressed by its many diverse peoples over time.Philip A. Greasley's introduction fills in background information and describes the philosophy, focus, methodology, content, and layout of entries, as well as criteria for their inclusion. An extended lead-essay, "The Origins and Development of the Literature of the Midwest," by David D. Anderson, provides a historical, cultural, and literary context in which the lives and writings of individual authors can be considered.This volume is the first of an ambitious three-volume series sponsored by the Society for the Study of Midwestern Literature and created by its members. Volume Two will provide similar coverage of non-author entries, such as sites, centers, movements, influences, themes, and genres. Volume Three will be a literary history of the Midwest. One goal of the series is to build understanding of the nature, importance, and influence of Midwestern writers and literature. Another is to provide information on writers from the early years of the Midwestern experience, as well as those now emerging, who are typically absent from existing reference works.
Digital games offer enormous potential for learning and engagement in mathematics ideas and processes. This volume offers multidisciplinary perspectives—of educators, cognitive scientists, psychologists and sociologists—on how digital games influence the social activities and mathematical ideas of learners/gamers. Contributing authors identify opportunities for broadening current understandings of how mathematical ideas are fostered (and embedded) within digital game environments. In particular, the volume advocates for new and different ways of thinking about mathematics in our digital age—proposing that these mathematical ideas and numeracy practices are distinct from new literacies or multiliteracies. The authors acknowledge that the promise of digital games has not always been realised/fulfilled. There is emerging, and considerable, evidence to suggest that traditional discipline boundaries restrict opportunities for mathematical learning. Throughout the book, what constitutes mathematics learnings and pedagogy is contested. Multidisciplinary viewpoints are used to describe and understand the potential of digital games for learning mathematics and identify current tensions within the field. Mathematics learning is defined as being about problem solving; engagement in mathematical ideas and processes; and social engagement. The artefact, which is the game, shapes the ways in which the gamers engage with the social activity of gaming. In parallel, the book (as a te xtual artefact) will be supported by Springer’s online platform—allowing for video and digital communication (including links to relevant websites) to be used as supplementary material and establish a dynamic communication space.
This book concludes Gerald Bordman's acclaimed survey of American non-musical theatre. It deals with the years 1930 to 1969, a period when the number of yearly new plays was shrinking, but a period during which American drama as a whole entered the world stage and became a dominant force. With works like Eugene O'Neill's Long Day's Journey into Night, Tennessee Williams's A Streetcar Named Desire, and Arthur Miller's Death of a Salesman, American theater finally reached adulthood both dramatically and psychologically. Bordman's lively, authoritative study covers every Broadway production, as well as every major off-Broadway show. His discussion moves season by season and show by show in chronological order; he offers plot synopses and details the physical production, directors, players, theaters, and newspaper reviews. This book stands together with the preceding volumes of American Theatre as the premier history of American drama.