This eight-volume encyclopedia brings together a comprehensive collection of work highlighting established research and emerging science in all relevant disciplines in gerontology and population aging. It covers the breadth of the field, gives readers access to all major sub-fields, and illustrates their interconnectedness with other disciplines. With more than 1300 cross-disciplinary contributors—including anthropologists, biologists, economists, psychiatrists, public policy experts, sociologists, and others—the encyclopedia delves deep into key areas of gerontology and population aging such as ageism, biodemography, disablement, longevity, long-term care, and much more. Paying careful attention to empirical research and literature from around the globe, the encyclopedia is of interest to a wide audience that includes researchers, teachers and students, policy makers, (non)governmental agencies, public health practitioners, business planners, and many other individuals and organizations.
How do you teach tolerance, self-awareness, and responsibility? How can you help children deal with fear, mistrust, or aggression? Play a game with them! Games are an ideal way to help children develop social and emotional skills; they are exciting, relaxing, and fun. 101 LIFE SKILLS GAMES FOR CHILDREN: LEARNING, GROWING, GETTING ALONG (Ages 6-12) is a resource that can help children understand and deal with problems that arise in daily interactions with other children and adults. These games help children develop social and emotional skills and enhance self-awareness. The games address the following issues: dependence, aggression, fear, resentment, disability, accusations, boasting, honesty, flexibility, patience, secrets, conscience, inhibitions, stereotypes, noise, lying, performance, closeness, weaknesses, self confidence, fun, reassurance, love, respect, integrating a new classmate, group conflict. Organized in three main chapters: (I-Games, You-Games and We-Games), the book is well structured and easily accessible. It specifies an objective for every game, gives step-by-step instructions, and offers questions for reflection. It provides possible variations for each game, examples, tips, and ideas for role plays. Each game contains references to appropriate follow-up games and is illustrated with charming drawings.
JACK LONDON (1876-1916), American novelist, born in San Francisco, the son of an itinerant astrologer and a spiritualist mother. He grew up in poverty, scratching a living in various legal and illegal ways -robbing the oyster beds, working in a canning factory and a jute mill, serving aged 17 as a common sailor, and taking part in the Klondike gold rush of 1897. This various experience provided the material for his works, and made him a socialist. "The son of the Wolf" (1900), the first of his collections of tales, is based upon life in the Far North, as is the book that brought him recognition, "The Call of the Wild" (1903), which tells the story of the dog Buck, who, after his master ́s death, is lured back to the primitive world to lead a wolf pack. Many other tales of struggle, travel, and adventure followed, including "The Sea-Wolf" (1904), "White Fang" (1906), "South Sea Tales" (1911), and "Jerry of the South Seas" (1917). One of London ́s most interesting novels is the semi-autobiographical "Martin Eden" (1909). He also wrote socialist treatises, autobiographical essays, and a good deal of journalism.
A princess thinks she was a bird, a coconut that cost a thousand rupees, and a shepherd with a bag of words...Kings and misers, princes and paupers, wise men and foolish boys, the funniest and oddest men and women come alive in this sparkling new collection of stories. The clever princess will only marry the man who can ask her a question she cannot answer; the orphan boy outwits his greedy uncles with a bag of ash; and an old couple in distress is saved by a magic drum. Sudha Murty's grandparents told her some of these stories when she was a child; others she heard from her friends from around the world. These delightful and timeless folktales have been her favourites for years, and she has recounted them many times over to the young people in her life. With this collection, they will be enjoyed by many more readers, of all ages. Age group of target audience is 8+.
Embedded systems encompass a variety of hardware and software components which perform specific functions in host systems, for example, satellites, washing machines, hand-held telephones and automobiles. Embedded systems have become increasingly digital with a non-digital periphery (analog power) and therefore, both hardware and software codesign are relevant. The vast majority of computers manufactured are used in such systems. They are called `embedded' to distinguish them from standard mainframes, workstations, and PCs. Athough the design of embedded systems has been used in industrial practice for decades, the systematic design of such systems has only recently gained increased attention. Advances in microelectronics have made possible applications that would have been impossible without an embedded system design. Embedded System Applications describes the latest techniques for embedded system design in a variety of applications. This also includes some of the latest software tools for embedded system design. Applications of embedded system design in avionics, satellites, radio astronomy, space and control systems are illustrated in separate chapters. Finally, the book contains chapters related to industrial best-practice in embedded system design. Embedded System Applications will be of interest to researchers and designers working in the design of embedded systems for industrial applications.
I have a dog. An inconvenient dog. When I wake up, my dog is inconvenient. When I'm getting dressed, my dog is inconvenient. And when I'm making tunnels, my dog is SUPER inconvenient. But sometimes, an inconvenient dog can be big and warm and cuddly. Sometimes, an inconvenient dog can be the most comforting friend in the whole wide world.