101 Games to Play Whilst Socially Distancing

101 Games to Play Whilst Socially Distancing

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  • Author: Martin Williams
  • Publisher:
  • ISBN:
  • Category :
  • Languages : en
  • Pages : 136

During this global pandemic there are many unknowns for teachers. However, one thing is clear - social distancing, at least in some form, is here to stay for the foreseeable future. Attempting social distancing with young children raises many questions: how is it possible? How can we incorporate it into games and activities? How do we help and support children with this lack of human connection? Written by an early education expert and consultant, '101 Games To Play Whilst Socially Distancing' provides a simple, and step-by-step description of games covering the entire curriculum that take place within the context of social distancing. Resources have been stripped back, to leave a collection of activities where storytelling, role-play, drama, song, and movement come to the fore. Wellbeing is at the heart of this book. Children's mental health has been tested recently in ways never experienced by earlier generations, and wellbeing and happiness are central to all the games. This book teaches: * A wide range of outdoor games, and all the activities can be played in the outdoor environment if required * Many games that develop memory and listening skills * Multiple maths games, that develop skills in number, shape and calculating * A wide selection of early phonics and literacy games * Activities ideal for Kindergarten, Reception, Preschool, Key Stage 1, Pre-K, Nursery - all children between the ages of 3-7 * Inspiration that is ideal for teachers, junior sports coaches, preschool workers, childminders - anyone that works with young children * A mixture of old classics tweaked to fit with social distancing, combined with numerous games that have been invented afresh for this book '101 Games To Play Whilst Socially Distancing' is the ultimate handbook for teachers and educators seeking ideas and structure at this historic moment, and a source of inspiration providing fun, laughter and learning in these difficult times.


101 Playground Games

101 Playground Games

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  • Author: Thérèse Hoyle
  • Publisher: Routledge
  • ISBN: 1000394417
  • Category : Education
  • Languages : en
  • Pages : 147

101 Playground Games is a collection of active and engaging school playground games that will encourage active learning and social development among children at playtime, this second edition has been updated to include a wealth of new games from around the world. The school playground plays a crucial role in developing all aspects of children’s behaviour and interpersonal learning, and yet there is a growing awareness that children today do not play in the same sociable ways as previous generations. Encouraging children to play games can be hugely beneficial not only for their physical health but also for their social, emotional and mental health. This brilliant resource includes a practical toolkit of photocopiable and downloadable materials along with clear instructions for adults on how to organise a range of different types of games, including: • traditional games • chasing and catching games • singing and dancing games • skipping games and rhymes • parachute games • quiet games • co-operative games Ideal for teachers, lunchtime supervisors, breakfast and after school club leaders as well as group leaders for organisations such as scouts or guides to promote lively and enjoyable games, this book is particularly suited to children aged 5–11 years but can easily be adapted for older children. 101 Playground Games is a book that will make any playtime a richer experience for all.


101 Relaxation Games for Children

101 Relaxation Games for Children

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  • Author: Allison Bartl
  • Publisher: Hunter House
  • ISBN: 0897934938
  • Category : Juvenile Nonfiction
  • Languages : en
  • Pages : 130

The games in this book help teachers, parents, and others who work with children maintain or restore order, refocus children’s attention, and break up the classroom routine. Most of the games are quite short and can be used between academic activities as a treat or quick break. Many are noncompetitive, most don’t require props, and none require special skills or training. All can be played with the whole class; there are partner games, small group games, and outdoor games. Clear, complete instructions are included for each activity, and icons denote appropriate age levels, time, and group size. Author Allison Bartl has tested all of the games herself and recommends that the teacher or parent fully participate in each game, both to relax and to provide a model of good social behavior. Tips and thoughtful quotations from Goethe, Rudolf Steiner, Seneca, Lao Tse, Mother Theresa, and others are also included.


Social, Casual and Mobile Games

Social, Casual and Mobile Games

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  • Author: Michele Willson
  • Publisher: Bloomsbury Publishing USA
  • ISBN: 150132019X
  • Category : Games & Activities
  • Languages : en
  • Pages : 319

The first collection dedicated to analysing the casual, social, and mobile gaming movements that are changing games the world over.


Encyclopedia of Computer Graphics and Games

Encyclopedia of Computer Graphics and Games

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  • Author: Newton Lee
  • Publisher: Springer Nature
  • ISBN: 3031231619
  • Category : Computers
  • Languages : en
  • Pages : 2150

Encyclopedia of Computer Graphics and Games (ECGG) is a unique reference resource tailored to meet the needs of research and applications for industry professionals and academic communities worldwide. The ECGG covers the history, technologies, and trends of computer graphics and games. Editor Newton Lee, Institute for Education, Research, and Scholarships, Los Angeles, CA, USA Academic Co-Chairs Shlomo Dubnov, Department of Music and Computer Science and Engineering, University of California San Diego, San Diego, CA, USA Patrick C. K. Hung, University of Ontario Institute of Technology, Oshawa, ON, Canada Jaci Lee Lederman, Vincennes University, Vincennes, IN, USA Industry Co-Chairs Shuichi Kurabayashi, Cygames, Inc. & Keio University, Kanagawa, Japan Xiaomao Wu, Gritworld GmbH, Frankfurt am Main, Hessen, Germany Editorial Board Members Leigh Achterbosch, School of Science, Engineering, IT and Physical Sciences, Federation University Australia Mt Helen, Ballarat, VIC, Australia Ramazan S. Aygun, Department of Computer Science, Kennesaw State University, Marietta, GA, USA Barbaros Bostan, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Anthony L. Brooks, Aalborg University, Aalborg, Denmark Guven Catak, BUG Game Lab, Bahçeşehir University (BAU), Istanbul, Turkey Alvin Kok Chuen Chan, Cambridge Corporate University, Lucerne, Switzerland Anirban Chowdhury, Department of User Experience and Interaction Design, School of Design (SoD), University of Petroleum and Energy Studies (UPES), Dehradun, Uttarakhand, India Saverio Debernardis, Dipartimento di Meccanica, Matematica e Management, Politecnico di Bari, Bari, Italy Abdennour El Rhalibi, Liverpool John Moores University, Liverpool, UK Stefano Ferretti, Department of Computer Science and Engineering, University of Bologna, Bologna, Italy Han Hu, School of Information and Electronics, Beijing Institute of Technology, Beijing, China Ms. Susan Johnston, Select Services Films Inc., Los Angeles, CA, USA Chris Joslin, Carleton University, Ottawa, Canada Sicilia Ferreira Judice, Department of Computer Science, University of Calgary, Calgary, Canada Hoshang Kolivand, Department Computer Science, Faculty of Engineering and Technology, Liverpool John Moores University, Liverpool, UK Dario Maggiorini, Department of Computer Science, University of Milan, Milan, Italy Tim McGraw, Purdue University, West Lafayette, IN, USA George Papagiannakis, ORamaVR S.A., Heraklion, Greece; FORTH-ICS, Heraklion Greece University of Crete, Heraklion, Greece Florian Richoux, Nantes Atlantic Computer Science Laboratory (LINA), Université de Nantes, Nantes, France Andrea Sanna, Dipartimento di Automatica e Informatica, Politecnico di Torino, Turin, Italy Yann Savoye, Institut fur Informatik, Innsbruck University, Innsbruck, Austria Sercan Şengün, Wonsook Kim School of Art, Illinois State University, Normal, IL, USA Ruck Thawonmas, Ritsumeikan University, Shiga, Japan Vinesh Thiruchelvam, Asia Pacific University of Technology & Innovation, Kuala Lumpur, Malaysia Rojin Vishkaie, Amazon, Seattle, WA, USA Duncan A. H. Williams, Digital Creativity Labs, Department of Computer Science, University of York, York, UK Sai-Keung Wong, National Chiao Tung University, Hsinchu, Taiwan Editorial Board Intern Sam Romershausen, Vincennes University, Vincennes, IN, USA


The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration

The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration

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  • Author: Mary Scannell
  • Publisher: McGraw Hill Professional
  • ISBN: 0071743669
  • Category : Business & Economics
  • Languages : en
  • Pages : 240

Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.


Bored? Games!

Bored? Games!

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  • Author: Ivan Brett
  • Publisher: Headline Home
  • ISBN: 1472277473
  • Category : Games & Activities
  • Languages : en
  • Pages : 233

The author of the smash hit, The Floor is Lava, is back with 101 fun-filled, boredom-busting games to occupy the whole family during the summer holidays. Starting to get fed up of endless games of Would You Rather? Or is screen-time taking over your life? Well, this is the book to bring everyone together, with an endless selection of creative games you can come back to time and time again. You'll quickly find the right game to match ANY occasion with games for one, for pairs or for groups. Most are quick to set up and require minimal equipment - ideal for anyone looking for straight up fun. Bored? Games! is the ultimate book of games to keep everyone entertained. There's games for any occasion: * Rainy days * Around the table games * Single-player games * Games for groups * Travel games * Summer holiday ideas NO BATTERIES REQUIRED.


101 More Drama Games and Activities

101 More Drama Games and Activities

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  • Author: David Farmer
  • Publisher: David Farmer
  • ISBN: 1479343021
  • Category : Education
  • Languages : en
  • Pages : 137

'...bubbles over with imaginative ideas... for primary, secondary and other drama teachers.' - Teaching Drama Magazine, Spring 2013. '..this book cheered me up. Buy it and smile. There will be a lot of laughter in your classroom.' - Drama Magazine, Spring 2013. This sequel to the best-selling 101 Drama Games and Activities contains all-new inspirational and engaging games and exercises suitable for children, young people and adults. The activities can be used in teaching drama lessons and workshops as well as during rehearsal and devising periods. The book includes lively and fun warm-up games, as well as activities to develop concentration, focus and team building. The drama strategies can be used as creative tools to explore themes and characters. There are dozens of ideas for developing improvisation (which can be extended over several sessions). There are many new activities for exploring storytelling skills as well as mime and movement.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

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  • Author: James Paul Gee
  • Publisher: Macmillan
  • ISBN: 1466886420
  • Category : Education
  • Languages : en
  • Pages : 233

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.


Online Games, Social Narratives

Online Games, Social Narratives

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  • Author: Esther MacCallum-Stewart
  • Publisher: Routledge
  • ISBN: 1317652223
  • Category : Social Science
  • Languages : en
  • Pages : 211

The study of online gaming is changing. It is no longer enough to analyse one type of online community in order to understand the plethora of players who take part in online worlds and the behaviours they exhibit. MacCallum-Stewart studies the different ways in which online games create social environments and how players choose to interpret these. These games vary from the immensely popular social networking games on Facebook such as Farmville to Massively Multiplayer Online Roleplaying Games to "Free to Play" online gaming and console communities such as players of Xbox Live and PS3 games. Each chapter deals with a different aspect of social gaming online, breaking down when games are social and what narrative devices make them so. This cross-disciplinary study will appeal to those interested in cyberculture, the evolution of gaming technology, and sociologies of media.