76 Little Games

76 Little Games

Author: Ratna Rao

Publisher: Independently Published

Published: 2021-01-21

Total Pages: 148

ISBN-13:

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76 Little Games is a delightful book that lists and explains games that families can gather around a table and play. Blended Families, single parents, foster homes, Multicultural families - this book will help create the warmth of family bonding. This book is an easy path to a happy home of understanding and acceptance. The games are presented as distinct seven chapters. The chapters are based on skill or logistics. Each chapter has games suitable for all age groups. The objective of this book is to make available at one place many ideas for interactive play with young children. This is a book for primary school and middle school children and early teens. ENGAGE: Educate, Navigate, Grow And Get Empowered. These games need almost no preparation and certainly no purchases. The games and activities described here will encourage you to think and be creative ✓ challenge you out of your comfort zone ✓ leave you relaxed and laughing. ✓ help you find hidden talent and dreams ✓ ♥ I am bored! What shall we play now? This is a frequent refrain in most homes. Parents and grandparents are constantly looking for ways to engage the children without resorting to the digital resources of tablets and TV. ♥ Teachers and persons whose work involves being with children in the primary school and middle school years are also in need of activities that they can use for innovative methods of classroom engagement. With increasing attention being paid empowering children with 21st Century Skills and increasing importance now arises in the 4Cs of education. Creativity, Critical thinking, Communication and Collaboration are essential soft skills needed in the 21st Century. The games and activities listed and described here provide and easy means to develop these skills even while the family is having enormous fun and family time. Explore here novel ideas and very new activities. Often in the rush of daily life we find little time available for playing games. These games can be played in limited space like a living-room or a car. There is a child hidden in each of us. It is quite refreshing to allow that child to come out and play. These games promise to bring out the child in you. The Chapters namely Fun with Paints, Navigate with Imagination, Great with feelings, Go places and Express with a Drawing give you an opportunity to THINK OUT OF THE BOX and try activities you have not tried before. This is a booke for the bored and brilliant! I bring this book with a lot of love and care for stronger happier families. Communicate with your children and get them to express dreams, hopes and fears. Come let us equip our children with the ability to think for themselves and express their thoughts fearlessly. Aimed at imparting the 4Cs of 21st century education this book promises to be Just Great Fun.


Little Wars and Floor Games

Little Wars and Floor Games

Author: H. G. Wells

Publisher: Courier Dover Publications

Published: 2015-01-05

Total Pages: 228

ISBN-13: 0486801861

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Ironically enough, one of the twentieth century's leading pacifists wrote Little Wars, a book that has entertained and enlightened war buffs for the past hundred years. H. G. Wells, the great science-fiction pioneer, turned his attention from tales of time travel and alien invasions to write the first classic book of war games. His simulations of past battles and hypothetical future clashes allow readers to test their tactical and strategic skills and attempt to rewrite history. The companion piece, Floor Games, offers a more lighthearted look at war games. Based on the playful battles Wells waged with his sons, the narrative describes how creative play with miniature figures can transform an ordinary room into a magical world. The book has since been hailed as an inspiration for the development of a nonverbal psychotherapeutic method employed in the treatment of adults and children. Both Little Wars and Floor Games feature winsome illustrations by J. R. Sinclair that enhance their antique charm.


Aqua Fun

Aqua Fun

Author: Uwe Rheker

Publisher: Meyer & Meyer Verlag

Published: 2005

Total Pages: 202

ISBN-13: 1841261637

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"Aqua Fun -Games and Fun for the Advanced" is a manual with a vast variety of possibilities to have fun in the water after you have learned to swim. The main emphasis is placed on adapting the proper games with a ball (water polo, water basketball, water volleyball, water football and underwater polo amongst others).


Little Book of Circle Processes

Little Book of Circle Processes

Author: Kay Pranis

Publisher: Simon and Schuster

Published: 2015-01-27

Total Pages: 76

ISBN-13: 1680990411

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Our ancestors gathered around a fire in a circle, families gather around their kitchen tables in circles, and now we are gathering in circles as communities to solve problems. The practice draws on the ancient Native American tradition of a talking piece. Peacemaking Circles are used in neighborhoods to provide support for those harmed by crime and to decide sentences for those who commit crime, in schools to create positive classroom climates and resolve behavior problems, in the workplace to deal with conflict, and in social services to develop more organic support systems for people struggling to get their lives together. A title in The Little Books of Justice and Peacebuilding Series.


The Little Book of Big Brain Games

The Little Book of Big Brain Games

Author: Ivan Moscovich

Publisher: Workman Publishing Company

Published: 2010-11-11

Total Pages: 0

ISBN-13: 9780761161738

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It’s a pocket-size brain gym. Here are more than 500 full-color puzzles from the original Big Book of Brain Games—the book that Will Shortz praised as “the most wide-ranging, visually appealing, entertaining collection of brainteasers since Sam Lloyd’s Cyclopedia of Puzzles,” and The Washington Post called “an opus . . . mixing math with wonder.” Here are mental games, visual challenges, logic posers, riddles, and illusions, each designed to stretch neurons and give the brain a workout—all in a format that will fit in your pocket. The puzzles (both original and mind-boggling adaptations of classics) are rated in difficulty from level one to ten, but even the easiest are guaranteed to make the solver feel smart. Can you cross the Impossible Domino Bridge? Break through the Queen’s Standoff? Wield the Sickle of Archimedes? The Little Book of Big Brain Games: salted peanuts for the mind.


My Little Pony: Equestria Girls: Friendship Games

My Little Pony: Equestria Girls: Friendship Games

Author: Perdita Finn

Publisher: Little, Brown Books for Young Readers

Published: 2015-10-06

Total Pages: 99

ISBN-13: 0316295116

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Let the games begin... It's an event so special, it only happens once every four years: the Friendship Games. Canterlot High will face off again Crystal Prep Academy in a series of events to determine which school really is the best. Canterlot High has never won the Friendship Games. Will things be different this time? Rainbow Dash is determined to bring her classmates and school to victory. Sure, the students at Crystal Prep are super athletic, super smart, and super motivated, but there's one thing they're not...Wondercolts! Is the magical power of friendship enough to win the Friendship Games? © Hasbro 2015. All Rights Reserved.


Finite and Infinite Games

Finite and Infinite Games

Author: James Carse

Publisher: Simon and Schuster

Published: 2011-10-11

Total Pages: 155

ISBN-13: 1451657293

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“There are at least two kinds of games,” states James P. Carse as he begins this extraordinary book. “One could be called finite; the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our finite games? What are we doing when we play—finitely or infinitely? And how can infinite games affect the ways in which we live our lives? Carse explores these questions with stunning elegance, teasing out of his distinctions a universe of observation and insight, noting where and why and how we play, finitely and infinitely. He surveys our world—from the finite games of the playing field and playing board to the infinite games found in culture and religion—leaving all we think we know illuminated and transformed. Along the way, Carse finds new ways of understanding everything, from how an actress portrays a role to how we engage in sex, from the nature of evil to the nature of science. Finite games, he shows, may offer wealth and status, power and glory, but infinite games offer something far more subtle and far grander. Carse has written a book rich in insight and aphorism. Already an international literary event, Finite and Infinite Games is certain to be argued about and celebrated for years to come. Reading it is the first step in learning to play the infinite game.


Rules of Play

Rules of Play

Author: Katie Salen Tekinbas

Publisher: MIT Press

Published: 2003-09-25

Total Pages: 680

ISBN-13: 9780262240451

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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.