"Five-decade chronicle of television history [covering] ... all daytime programs that aired for three or more weeks on a commercial network between 1947 and 1996, plus 100 nationally syndicated shows from the same period ... . [Includes] cartoons, children's programs, game shows, news shows, soap operas, sports programs, [and] talk shows ... . Provides the dates each show aired, a synosis of its plot, its principal cast members, and other pertinent information"--Back cover.
This book is Albert Spaldings work of "historic facts concerning the beginning, evolution, development and popularity of base ball, with personal reminiscences of its vicissitudes, its victories and its votaries." It is one of the defining books in the early formative years of modern baseball.
What could an omnipresent and seemingly omnipotent entity want with a humble pot-healer? Or with the dozens of other odd creatures it has lured to Plowman's Planet? And if the Glimmung is a god, are its ends positive or malign? Combining quixotic adventure, spine-chilling horror, and deliriously paranoid theology, Galactic Pot-Healer is a uniquely Dickian voyage to alternate worlds of the imagination.
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.
As America gasps in a stranglehold of a skull-crushing totalitarian regime, a supernatural intelligence speaks from the stars. Will the agents of ominiscent Valis succeed in their mission of liberation? Or will the tactics of President Freemont extend the grip?
Warning: Adults Only! Jonesin’ for Crosswords is a fresh and addictive new spin on solvers’ favorite pastime. The hip crosswords of creator Matt Jones, a syndicated puzzle master, have appeared in alternative papers all over the country. Expect a diverse mix of clues ranging from old school and modern pop culture, to historical and current events. Plus, you’ll find edgy drug references and too hot to show you X-rated words scattered throughout these outrageous puzzles with themes like Ribbed for Your Pleasure, The Big Owe, and Lets Get High.
This history of immigration covers the struggles and contributions of the American Indians, the European colonists, the waves of European immigrants seeking refuge, African-Americans (and the civil rights movement), and Hispanic, Asian, and Middle Eastern immigrants.