Even though his team is the worst in the school, Parker Penguin cares only about winning the Winter Games until his father shows him that winning isn't everything.
Parker the Penguin Goes on Vacation By: Michael Posey Parker is an ordinary penguin with simple needs, but when news of a cold winter rolls into the Antarctic, he decides to hop on an iceberg and paddle toward his dream vacation in the Caribbean. In the Atlantic, Parker soon realizes that he hasn’t a clue which direction to go and enlists the help of some new friends to aid him in a series of misadventures. From the Galapagos to a pirate ship, Parker the Penguin Goes on Vacation reminds us to take as much pleasure in the journey as in the destination.
Mad Libs is the world’s greatest word game and the perfect gift or activity for anyone who likes to laugh! Write in the missing words on each page to create your own hilariously funny stories about the Winter Games. Did you know that all figure skaters learn to VERB at a very young age? With 21 “fill-in-the-blank” stories about bobsledding, downhill skiing, and doing tricks on the half-pipe, this chilly edition of Mad Libs is perfect for any winter sports star! Play alone, in a group, or on a luge! Mad Libs are a fun family activity recommended for ages 8 to NUMBER. Winter Games Mad Libs includes: - Silly stories: 21 "fill-in-the-blank" stories all about events in the Winter Games! - Language arts practice: Mad Libs are a great way to build reading comprehension and grammar skills. - Fun With Friends: each story is a chance for friends to work together to create unique stories!
From renown picture book author Denise Fleming, a cozy, cumulative book to warm a cold winter day Alive with swirling snow and lots of outdoor fun, the first ten days of winter bring special gifts for a special friend. This cumulative tale will have children chanting along as they discover all the trimmings needed for the most perfect snowman ever!
"A hero who will melt your heart."—Jennifer Echols, national award-winning author of Such a Rush Parker Shelton pretty much has the perfect life. She's on her way to becoming valedictorian at Hundred Oaks High, she's made the all-star softball team, and she has plenty of friends. Then her mother's scandal rocks their small town and suddenly no one will talk to her. Now Parker wants a new life. So she quits softball. Drops twenty pounds. And she figures why kiss one guy when she can kiss three. Or four. Why limit herself to high school boys when the majorly cute new baseball coach seems especially flirty? But how far is too far before she loses herself completely? Praise for Catching Jordan: "A must-read for teens! I couldn't put it down!"—Simon Elkeles, New York Times bestselling author of the Perfect Chemistry series "With a clever, authentic voice, Kenneally proves once and for all that when it comes to making life's toughest calls-on and off the field-girls rule!"—Sara Ockler, bestselling author of Fixing Delilah
A vital part of daily life in the nineteenth century, games and play were so familiar and so ubiquitous that their presence over time became almost invisible. Technological advances during the century allowed for easier manufacturing and distribution of board games and books about games, and the changing economic conditions created a larger market for them as well as more time in which to play them. These changing conditions not only made games more profitable, but they also increased the influence of games on many facets of culture. Playing Games in Nineteenth-Century Britain and America focuses on the material and visual culture of both American and British games, examining how cultures of play intersect with evolving gender norms, economic structures, scientific discourses, social movements, and nationalist sentiments.