Since Kate Beaton appeared on the comics scene in 2007 her cartoons have become fan favourites and gathered an enormous following, appearing in the New Yorker, Harper and the LA Times, to name but a few. Her website, Hark! A Vagrant, receives an average of 1.2 million hits a month, 500 thousand of them unique. Why? Because she's not just making silly jokes. She's making jokes about everything we learned in school, and more. Praised for their expression, intelligence and comic timing, her cartoons are best known for their wonderfully light touch on historical and literary topics. The jokes are a knowing look at history through a very modern perspective, written for every reader, and are a crusade against anyone with the idea that history is boring. It's pretty hard to argue with that when you're laughing your head off at a comic about Thucydides. They also cover whatever's on her mind that week - be it the perils of city living or the pop-cultural infiltration of Sex and the City, featuring an array of characters, from a mischievous pony, to reinvented superheroes, to a surly teen duo who could be the anti-Hardy-Boys. Perceptive, sharp and wonderfully irreverent, Hark! A Vagrant is as informative as it is hilarious, and a comic collection to treasure.
This collection of more than 150 of Anne Taintor's best and funniest images combines whip-smart attitude and vintage illustration to tell the truth about dating, marriage, motherhood, friendship, money, and more.
Zelda, a seven-year-old bulldog, is the most unlikely of supermodels, who happens to star in the Zelda Wisdom greeting card line and other licensed products. This kit includes a 32-page booklet from her book, Zelda Wisdom, and a canine cut-out that stands up and can be dressed in three ravishing cling-made outfits. The combination is a howl!
Presents a photographic account of the different worldwide breeds of pig and wild boar, and includes anecdotes about the pig breeds and their history with humans.
The authors of the "New York Times" bestseller "Awkward Family Photos" are back with a hilarious tribute to the unbreakable--and sometimes uncomfortable--bond between people and their pets.
Incorporating Information and Communication Technology tools into the teaching and learning of history has become a common practice worldwide. It is no longer a question of if, but of how to introduce it in the classroom in order to make history education more effective and enjoyable. This book gathers the experiences and reflections of researchers from three continents, based on their own activities and on empirical studies. The contributions concentrate on videogames related to the past, history e-textbooks, and applications for mobile devices with historical content. Some texts deal explicitly with global phenomena, such as the “Assassin’s Creed” or “Colonization” games, some present materials developed for the international market, such as a European e-textbook or mobile phone applications, while others concentrate on local experiences, such as a Chinese e-schoolbag, a Swiss tablet application, Polish and Estonian e-textbooks, or English teacher training. The book is a result, and a reinforcement, of the belief that history educators can benefit from the lessons learnt in other places of the globalising world.
The Second World War is omnipresent in contemporary memory debates. As the war fades from living memory, this study is the first to systematically analyze how Second World War museums allow prototypical visitors to comprehend and experience the past. It analyzes twelve permanent exhibitions in Europe and North America – including the Bundeswehr Military History Museum in Dresden, the Museum of the Second World War in Gdańsk, the House of European History in Brussels, the Imperial War Museums in London and Manchester, and the National WWII Museum in New Orleans – in order to show how museums reflect and shape cultural memory, as well as their cognitive, ethical, emotional, and aesthetic potential and effects. This includes a discussion of representations of events such as the Holocaust and air warfare. In relation to narrative, memory, and experience, the study develops the concept of experientiality (on a sliding scale between mimetic and structural forms), which provides a new textual-spatial method for reading exhibitions and understanding the experiences of historical individuals and collectives. It is supplemented by concepts like transnational memory, empathy, and encouraging critical thinking through difficult knowledge.