Decker visits Mandy's Pet Shop and finds that not everything is what it seems. Instead of cats and dogs, Mandy's Pet Shop is full of monsters! Mandy, the fun and zany pet shop owner, introduces Decker to a cast of whacky and adorable monsters, helping him find the perfect pet. She also teaches him the importance of not judging a book by its cover. With lovable monsters and off the wall rhymes, Mandy's Pet Shop makes learning to read scary fun!
Whether used for thematic story times, program and curriculum planning, readers' advisory, or collection development, this updated edition of the well-known companion makes finding the right picture books for your library a breeze. Generations of savvy librarians and educators have relied on this detailed subject guide to children's picture books for all aspects of children's services, and this new edition does not disappoint. Covering more than 18,000 books published through 2017, it empowers users to identify current and classic titles on topics ranging from apples to zebras. Organized simply, with a subject guide that categorizes subjects by theme and topic and subject headings arranged alphabetically, this reference applies more than 1,200 intuitive (as opposed to formal catalog) subject terms to children's picture books, making it both a comprehensive and user-friendly resource that is accessible to parents and teachers as well as librarians. It can be used to identify titles to fill in gaps in library collections, to find books on particular topics for young readers, to help teachers locate titles to support lessons, or to design thematic programs and story times. Title and illustrator indexes, in addition to a bibliographic guide arranged alphabetically by author name, further extend access to titles.
Game studies is a rapidly developing field across the world, with a growing number of dedicated courses addressing video games and digital play as significant phenomena in contemporary everyday life and media cultures. Seth Giddings looks to fill a gap by focusing on the relationship between the actual and virtual worlds of play in everyday life. He addresses both the continuities and differences between digital play and longer-established modes of play. The 'gameworlds' title indicates both the virtual world designed into the videogame and the wider environments in which play is manifested: social relationships between players; hardware and software; between the virtual worlds of the game and the media universes they extend (e.g. Pokémon, Harry Potter, Lego, Star Wars); and the gameworlds generated by children's imaginations and creativity (through talk and role-play, drawings and outdoor play). The gameworld raises questions about who, and what, is in play. Drawing on recent theoretical work in science and technology studies, games studies and new media studies, a key theme is the material and embodied character of these gameworlds and their components (players' bodies, computer hardware, toys, virtual physics, and the physical environment). Building on detailed small-scale ethnographic case studies, Gameworlds is the first book to explore the nature of play in the virtual worlds of video games and how this play relates to, and crosses over into, everyday play in the actual world.
A guide to trade names, brand names, product names, coined names, model names, and design names, with addresses of their manufacturers, importers, marketers, or distributors.
CMJ New Music Report is the primary source for exclusive charts of non-commercial and college radio airplay and independent and trend-forward retail sales. CMJ's trade publication, compiles playlists for college and non-commercial stations; often a prelude to larger success.
CMJ New Music Report is the primary source for exclusive charts of non-commercial and college radio airplay and independent and trend-forward retail sales. CMJ's trade publication, compiles playlists for college and non-commercial stations; often a prelude to larger success.