Fun and Games Books
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Used price: $19.53

Fun Projects for You and the Kids Review Date: 2007-01-26
Ready, get set, goReview Date: 2007-05-21
Fun Projects for You and the Kids: David StilesReview Date: 2007-01-29
A READERReview Date: 2005-07-09
What a wonderful book to dream with the kids...Review Date: 2005-08-11
When surfing in Internet I found it again I rush to buy a copy, because is a wonderful set of ideas (no detailed plans as other reviewer wanted) to do things with your kids and grand-kids.
The drawings are great and the ideas superb. A book that you want to have.

Used price: $4.92

Excellent Tool for Teachers!Review Date: 2008-09-15
Good ideas but not practical.Review Date: 2008-08-13
Helps when spelling gets dryReview Date: 2001-11-25
Seen better....Review Date: 2003-06-12

Used price: $11.05

Product Is Very GoodReview Date: 2008-10-11
Thanks,
J Nelms
California
A good beginningReview Date: 2007-01-09
DisappointedReview Date: 2006-06-19
Beginner's KitReview Date: 2007-01-19
Not bad for a beginner.Review Date: 2006-02-27

Used price: $0.15

"Bargain" Buy? I Think Not!Review Date: 2008-07-29
Great!Review Date: 2008-02-11
OK, but not greatReview Date: 2007-12-01
My kids loved it!Review Date: 2004-12-22

Used price: $11.99

Nice format, well organized, but in my opinion too easy.Review Date: 2008-09-16
Apropriate in conjunction with other methodsReview Date: 2008-02-05
I think it is vital to note that one reason I chose this series is the low amount of worksheets in the book. There are an average of 2-3 worksheets per spelling list (with simple problems and exercises on the front and back pages, in large print). That's not much considering the amount most curriculum provide (some up to 10 pages of work per list!).
To supplement the series we play several spelling games, do oral spelling bees, and practice in other ways to reinforce her learning.
Though my DD does dread doing worksheets (there are some small complaints when the spelling workbook is brought out). She's done with them quickly so spelling practice (along with games and simple oral exercises) is finished in 15-30 minutes; making spelling her shortest and most painless subject.
I am pleased enough with the 1st grade level of this series that we are purchasing 2nd grade now.
POORLY WRITTEN BY PEOPLE WHO DON'T KNOW ANYTHING ABOUT EDUCATING CHILDRENReview Date: 2007-10-24
Appropriate and useful spelling programReview Date: 2003-09-22

Used price: $7.99

Attention migrationReview Date: 2008-08-22
Castronova writes well and he discusses this social phenomenon and it's probable future impact in an interesting way. Though at times I think the discussion becomes a little repetitive, and I can't totally agree that "real" societies will have to become more "fun" and gamelike to compete with the synthetic counterparts. But it is a fascinating thought.
Disappointing in many respects; Read Synthetic Worlds insteadReview Date: 2008-01-02
The biggest flaw (among the several I found in the book) is Castronova's thesis itself - that the real world will eventually have to model itself on synthetic worlds. The flaw is evident in his use of "migration" as the metaphor for what's going on with synthetic worlds. He explains that a family migrates from Old Country to New Country, and then tells its friends back in Old how great New is. Eventually, after hearing how great New is over and again, those that stayed put in Old put pressure on their government to change the country, to make it more like New. Castronova provides no historical examples of this, and I don't know my history well enough to know if this is how it has happened in the past, but the flaw in the metaphor is, and Castronova admits this himself, that the synthetic migration isn't physical, and therefore not permanent. It's super-easy to switch from real to synthetic, or among various synthetic worlds. This undermines not just his metaphor, but his entire argument...
A better metaphor, one that incorporates the ease of movement between places/activities, would be engagement in different activities, like sports: I play baseball when I want to hit home runs; I play football when I want to score touchdowns; I don't complain that I can't hit a home run in football. Or even more broadly: I go to the gym to work out; I go to the library to study. I don't complain that I can't run on a treadmill in the library. Why wouldn't this be the result of synthetic worlds? I hop into WoW to partake of the "good vs. evil" shared lore. I hop into SL to sell virtual real estate. I hop into the real world to go for a run, eat lunch, take a nap, kiss my spouse. Why should I expect to be able to do any of these things in the other worlds? Once it's established that the synthetic worlds provide fun, and that the real world does not, why/how does it follow that the real world must aspire to be more fun, like synthetic worlds? Why would I demand that the real world also be fun?
Castronova's argument that people will go where their utility is highest points to the same problem in his argument. He thinks synthetic worlds provide the highest utility, so off people go. But it's not as simple as "the world with the highest aggregate utility wins." There are different goods to be achieved in different worlds, so people will always come back to the real world for the goods that only it can provide (Castronova raises the issue of childbirth/rearing in a different context, but I think it's an adequate example of what I'm talking about here). Now, maybe some day in the future it really will be possible to hook up electrodes and "virtually" experience things we once thought we could only experience in the real world: eating a cheeseburger, having sex with our partner, giving birth to a child. But I think we are far from that point and can still easily say that there are just some things that we can only do in the real world. It seems more likely to me that we'll end up in a future where we go to synthetic worlds for fun, but still come back to the real world for other activities, even if they aren't fun.
Read this bookReview Date: 2007-12-24
The author has more game-experience than I was expecting when I picked up this book, and has avoided the easy traps and overgeneralizations that often plague writers who are attempting to explain or interpret synthetic game-worlds. This lends his thesis on the economics of fun a verisimilitude that makes even his more extreme predictions seem a likely vision of what-might-be. Not only is this a book for the interested game, but even more it's a book for the businessman, and the policy-maker, who will more and more benefit from his insight into the games people play.
Misleading title for an interesting bookReview Date: 2008-01-06
For example, two general themes that cut through a lot of the lessons are the importance of fun and the idea that people's experiences playing digital games are likely to influence their expectations for how things should work back in the "real world" outside of games. So if the book had been called something like "Real Life Lessons from Digital Games," it would have delivered well on the expectations set by the title.
As it was, I found the title misleading for a couple of reasons. First, while the title refers to "Virtual Worlds" most of the lessons relate specifically to game-based virtual environments. Social worlds such as Second Life are discussed, but the author specifically acknowledges the fact that these are quite different from game-based environments which have clearly defined goals, roles, rules, rewards, etc. Therefore, if your interest relates more to open-ended worlds, such as Second Life, that are used for a variety of purposes and are not focussed on a single unified game, then there may be less in this book for you than you would guess from the title.
Second, the Exodus part of the title made me think that the book would talk more about what will happen within virtual worlds when more of us spend more time in them (e.g., How will it change the ways we work, play, communicate, consume, etc? What are the legal and political implications since so many more of our interactions will involve people from other countries?), but as stated previously the book is more about how interacting within virtual environments will change our expectations for interactions outside of those environments. Related to this is the idea - which seems to stem in part from the games versus more multi-faceted worlds distinction made previously - that we will at any one time be in either the virtual world or the real world and not both simultaneously (at least in terms of our attention). My own belief is that over time virtual worlds will become integrated with the other parts of our lives just as the Web is now, but that type of integration is only discussed briefly in the book.

Used price: $2.88

Entertaining Fun in your HouseReview Date: 2000-04-26
Kids love it, Moms love it, Neither throw a fit, And gladly they will sit, To read this book a bit.
The pictures are great! Can YOU find its mate?
I Spy Books are funReview Date: 2001-12-09
Not for me!Review Date: 2005-01-08
I recommend I Spy Fantasy and I Spy School Days.
Thanks.
Freaky-looking clowns, yikesReview Date: 2005-10-05

Used price: $8.47

Great way to liven up vocab.Review Date: 2008-08-08
Vocabulary Cartoon of the DayReview Date: 2006-02-23
No index or table of contentsReview Date: 2007-06-17
- Frustrated Teacher
First book that I ever returned to AmazonReview Date: 2007-12-31

Used price: $1.84

What a waste of moneyReview Date: 2001-01-15
This book can help you keep from turning gray so soon.Review Date: 1999-03-25
Precious moments with my childrenReview Date: 2007-03-28

Used price: $6.25

Good...But Not As Good As I ExpectedReview Date: 2008-07-12
A bit datedReview Date: 2007-02-17
Very UsefulReview Date: 2007-03-06
Using the student's multiple intelligences, you actually make language interesting! You read the lesson idea beforehand, gather materials, and then lead the child or class through an activity.
I found it the perfect program to mix with dry sentence diagramming from elsewhere - to lift up the lesson. Afte such creative fun, my son didn't mind getting in front of a blackboard with me to diagram a few sentences.
Also, instead of just deciding if a verb was a verb, we now decide if it is "vivid" and look at nouns as specific or general - great for strengthening creative writing...and with activities across all learning styles, not lecture. That is hard to find in middle school language arts.
As a homeschooler, I did notice two teacher terms used (perhaps this is what the earlier reviewer was referring to) - mnemonics (rhymes for teaching) and rubric (like a short chart explaining something) - and some of the activities have to be adapted as they were designed for a group - still most activities didn't need any adaptation and I was totally pleased with the way my child responded to these active lessons.
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