The modern day youth sports environment has taken the enjoyment out of athletics for our children. Currently, 70% of kids drop out of organized sports by the age of 13, which has given rise to a generation of overweight, unhealthy young adults. There is a solution. John O’Sullivan shares the secrets of the coaches and parents who have not only raised elite athletes, but have done so by creating an environment that promotes positive core values and teaches life lessons instead of focusing on wins and losses, scholarships, and professional aspirations. Changing the Game gives adults a new paradigm and a game plan for raising happy, high performing children, and provides a national call to action to return youth sports to our kids.
Video Games & Your Kids is for parents who are worried that their children may be spending too much time playing video games. Based on research and the authors' clinical experience, the book explains what gaming addiction is, how much gaming is too much, and the affects gaming has on the body and brain. The authors give gaming advice on each stage of life; birth-2 years, ages 2-6, elementary school years, adolescence, and adult children still living at home. Where there is a problem, the authors provide parents with tools that will help the them successfully set appropriate limits for their children.
The war for survival of the planet Lusitania will be fought in the heart of a child named Gloriously Bright. On Lusitania, Ender found a world where humans and pequininos and the Hive Queen could all live together; where three very different intelligent species could find common ground at last. Or so he thought. Lusitania also harbors the descolada, a virus that kills all humans it infects, but which the pequininos require in order to become adults. The Starways Congress so fears the effects of the descolada, should it escape from Lusitania, that they have ordered the destruction of the entire planet, and all who live there. The Fleet is on its way, a second xenocide seems inevitable. Xenocide is the third novel in Orson Scott Card's The Ender Saga. THE ENDER UNIVERSE Ender series Ender’s Game / Ender in Exile / Speaker for the Dead / Xenocide / Children of the Mind Ender’s Shadow series Ender’s Shadow / Shadow of the Hegemon / Shadow Puppets / Shadow of the Giant / Shadows in Flight Children of the Fleet The First Formic War (with Aaron Johnston) Earth Unaware / Earth Afire / Earth Awakens The Second Formic War (with Aaron Johnston) The Swarm /The Hive Ender novellas A War of Gifts /First Meetings At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
Screenwise offers a realistic and optimistic perspective on how to thoughtfully guide kids in the digital age. Many parents feel that their kids are addicted, detached, or distracted because of their digital devices. Media expert Devorah Heitner, however, believes that technology offers huge potential to our children-if parents help them. Using the foundation of their own values and experiences, parents and educators can learn about the digital world to help set kids up for a lifetime of success in a world fueled by technology. Screenwise is a guide to understanding more about what it is like for children to grow up with technology, and to recognizing the special challenges-and advantages-that contemporary kids and teens experience thanks to this level of connection. In it, Heitner presents practical parenting "hacks": quick ideas that you can implement today that will help you understand and relate to your digital native. The book will empower parents to recognize that the wisdom that they have gained throughout their lives is a relevant and urgently needed supplement to their kid's digital savvy, and help them develop skills for managing the new challenges of parenting. Based on real-life stories from other parents and Heitner's wealth of knowledge on the subject, Screenwise teaches parents what they need to know in order to raise responsible digital citizens.
Bestselling author Lauren Tarshis tackles the Children's Blizzard of 1888 in this latest installment of the groundbreaking, New York Times bestselling I Survived series. Eleven-year-old John Hale has already survived one brutal Dakota winter, and now he's about to experience one of the deadliest blizzards in American history. The storm of 1888 was a monster, a frozen hurricane that slammed into America's midwest without warning. Within hours, America's prairie would be buried under ten feet of snow. Hundreds would be dead, thousands terrified and lost and freezing. John never wanted to move to the wide-open prairie. He's a city kid, not a tough pioneer! But his inner strength is seriously tested when he finds himself trapped in the blinding snow, the wind like a giant crushing hammer, pounding him over and over again. Will John ever find his way home?
A 2021 Oregon Book Award Winner An NPR Best Book of 2020 A Finalist for the 2021-22 Maine Student Book Award A 2021 Mythopoeic Awards Finalist Andre Norton Award finalist Jenn Reese explores the often thin line between magic and reality, light and darkness in her enchanting middle grade standalone. "Brings to life, viscerally, what it is like to live in fear of abuse—even after the abuse itself is over. But there is magic here too, and the promise of a better future that comes with learning to let people who care about you into your world." —Alan Gratz, New York Times-bestselling author of Refugee “A captivating and touching story... both whimsical and emotionally—sometimes frighteningly—compelling.” —Ingrid Law, Newbery Honor-winning author of Savvy "Magically creative and deeply honest, A Game of Fox & Squirrels merges games and grimness in a fantasy tale that tells the truth." —Elana K. Arnold, Printz Honor-winning author of Damsel and A Boy Called Bat After an incident shatters their family, eleven-year old Samantha and her older sister Caitlin are sent to live in rural Oregon with an aunt they've never met. Sam wants nothing more than to go back to the way things were... before she spoke up about their father's anger. When Aunt Vicky gives Sam a mysterious card game called "A Game of Fox & Squirrels," Sam falls in love with the animal characters, especially the charming trickster fox, Ashander. Then one day Ashander shows up in Sam’s room and offers her an adventure and a promise: find the Golden Acorn, and Sam can have anything she desires. But the fox is hiding rules that Sam isn't prepared for, and her new home feels more tempting than she'd ever expected. As Sam is swept up in the dangerous quest, the line between magic and reality grows thin. If she makes the wrong move, she'll lose far more than just a game. Perfect for fans of Barbara O'Connor, Lauren Wolk, and Ali Benjamin, A Game of Fox & Squirrels is a stunning, heartbreaking novel about a girl who finds the light in the darkness... and ultimately discovers the true meaning of home.
A lyrical picture book debut from #1 New York Times bestselling author and presidential inaugural poet Amanda Gorman and #1 New York Times bestselling illustrator Loren Long "I can hear change humming In its loudest, proudest song. I don't fear change coming, And so I sing along." In this stirring, much-anticipated picture book by presidential inaugural poet and activist Amanda Gorman, anything is possible when our voices join together. As a young girl leads a cast of characters on a musical journey, they learn that they have the power to make changes—big or small—in the world, in their communities, and in most importantly, in themselves. With lyrical text and rhythmic illustrations that build to a dazzling crescendo by #1 New York Times bestselling illustrator Loren Long, Change Sings is a triumphant call to action for everyone to use their abilities to make a difference.
Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.
201 Questions to Ask Your Kids Do you have trouble talking to your kids? Does a successful conversation with your child consist of one-word responses or abrupt physical acknowledgments? Does your son or daughter get upset at the most innocent questions? Join the club. Unfortunately, communicating well with kids is something every parent desires but few achieve. We love our children, but talking to them in a meaningful manner isn't always easy. The questions in this book are designed to help. No matter what age or sex your children, no matter how many children you have, no matter how good or bad your current parent/child relationship, this simple "game" will get your family talking more. And when you're talking--really talking about emotions and fears and attitudes--you'll be learning about each other as individuals and growing closer together as a group. An Introduction For Kids Wouldn't it be fun to find out more about what your father or mother was like when he or she was a kid? Or get to tell your parents which of their friends you think looks dorkiest? Wouldn't conversation be more interesting if you and your family traded unexpected questions and answers at dinner rather than just talked about what homework did or didn't get done? There are a lot of great things to talk about that no one ever brings up because we usually think conversation is serious rather than a way of being playful. Of course, conversation should be about serious things some of the time--some of the questions in this book are about very serious topics. But other times, questions should be asked just to create new ways to think about things, look back on our lives, or imagine what life would be like if we could design in any way we wanted. In fact, I wrote this book because I think talking can be terrific fun, and even talking to your parents and brothers or sisters can be a kind of great game. Everyone can get to know each other and laugh a lot--and be amazed from time to time. No one wins or loses, but there is an element of surprise in finding out personal information about parents--and sharing some of your ideas, daydreams, and opinions with them. My idea is to think of some of the world's most interesting questions that parents and kids could talk about and give everyone the chance to pick the ones they'd like to hear about. Each person picks a question to ask and then answers a question when his or her turn comes around. All you have to do is choose from the list under 201 Questions to Ask Your Parents and ask any question you want. Your parents can take as long or as short a time they want to answer. Any you can all discuss the topic if you like. But then they go into their section of the book and ask you questions. Some of them might not be so interesting, but others--like asking you who is the meanest kid you know--might be cool to think about and share with them. They'll learn a lot about what you think are ways kids act nasty! You can wiggle out of any two questions that don't interest you or are embarrassing--but no more than that. It's good if a question makes you squirm a little; that means you either haven't thought about it before, or you have but you haven't wanted to deal with it. But why not try out and answer? Pick a set length of time to play for--and my guess is you'll want to extend it. These questions get addictive! You can play them at the dinner table, or after dinner, or on a car trip, or anytime you feel like hearing what your parents say about something. So, this is a book about how to have intesting and often funny conversations with your family. It's a way to avoid dead, boring silences and fill the time instead with questions and answers that everyone will enjoy thinking about. I know that in my family, it is too easy for us to get stuck talking about praqctical things like who has to be taken where the next day. That isn't particularly fun. It doesn't let me in on what my kides are thinking, and it doesn't help my two teenagers learn things that might help them understand me a little better. An ingenious book that speaks to both parents and their kids. 201 QUESTIONS TO ASK YOUR KIDS/201 QUESTIONS TO ASK YOUR PARENTS is two books in one. Open it from one side, and it provides parents with 201 questions for their children intended to spark discussion, help reveal who their children really are, and help children think about themselves and the world in new and useful ways. Turn it over, and there are 201 questions children can ask back to their parents. Devised as an interactive "game," this is a book that can get any family talking-really talking about facts and fears and attitudes.An ingenious book that speaks to both parents and their kids. 201 QUESTIONS TO ASK YOUR KIDS/201 QUESTIONS TO ASK YOUR PARENTS is two books in one. Open it from one side, and it provides parents with 201 questions for their children intended to spark discussion, help reveal who their children really are, and help children think about themselves and the world in new and useful ways. Turn it over, and there are 201 questions children can ask back to their parents. Devised as an interactive "game," this is a book that can get any family talking-really talking about facts and fears and attitudes.
“I absolutely loved this book, both as a parent and as a nerd.” —Jessica Lahey, author of The Gift of Failure Delightfully witty, refreshingly irreverent, and just a bit Machiavellian, The Game Theorist’s Guide to Parenting looks past the fads to offer advice you can put into action today. As every parent knows, kids are surprisingly clever negotiators. But how can we avoid those all-too-familiar wails of “That’s not fair!” and “You can’t make me!”? In The Game Theorist’s Guide to Parenting, the award-winning journalist and father of five Paul Raeburn and the game theorist Kevin Zollman pair up to highlight tactics from the worlds of economics and business that can help parents break the endless cycle of quarrels and ineffective solutions. Raeburn and Zollman show that some of the same strategies successfully applied to big business deals and politics—such as the Prisoner’s Dilemma and the Ultimatum Game—can be used to solve such titanic, age-old parenting problems as dividing up toys, keeping the peace on long car rides, and sticking to homework routines. Raeburn and Zollman open each chapter with a common parenting dilemma. Then they show how carefully concocted schemes involving bargains and fair incentives can save the day. Through smart case studies of game theory in action, Raeburn and Zollman reveal how parents and children devise strategies, where those strategies go wrong, and what we can do to help raise happy and savvy kids while keeping the rest of the family happy too.