PDF 25 Super Cool Math Board Games Download
- Author: Lorraine Hopping Egan
- Publisher: Scholastic Teaching Resources
- ISBN: 9780590378727
- Category : Education
- Languages : en
- Pages : 116
B & T County 06-14-2001 $12.95.
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Move by move, these fun board games reinforce math skills such as addition, subtraction, multiplication, division, time, money, fractions, geometry, and more. Kids will enjoy making a game of math concepts through dynamic group learning.
Mathematics of Tabletop Games provides a bridge between mathematics and hobby tabletop gaming. Instead of focusing on games mathematicians play, such as nim and chomp, this book starts with the tabletop games played by avid gamers and hopes to address the question: which field of mathematics concerns itself with this situation? Readers interested in either mathematics or tabletop games will find this book an engaging way to begin exploring the other topic or the connection between the topics. Features Presents an entry-level exposition of interesting mathematical concepts that are not commonly taught outside of upper-level mathematics courses Acts as a resource for mathematics instructors who wish to provide new examples of standard mathematical concepts Features material that may help game designers and developers make design decisions about game mechanisms Provides working Python code that can be used to solve common questions about games Covers a broad range of mathematical topics that could be used as survey material for undergraduates curious about mathematics.
NATIONAL BESTSELLER • Acclaimed developmental psychologist David Yeager reveals the new science of motivating young people ages ten through twenty-five in this groundbreaking book that is a must-read for managers, parents, educators, coaches, and mentors everywhere. “Ambitious and revelatory...10 to 25 offers baffled adults new approaches—and possibly new hope—during some of their families’ most difficult years.” —The Wall Street Journal “Required reading for anyone who aspires to be a wise influence on the young people they care about.” —Angela Duckworth “One of the most fascinating and important books of the past decade...It will change millions of lives.” —Carol Dweck “This engaging, data-driven book is filled with practical insights.” —Adam Grant Imagine a world in which Gen Xers, millennials, and boomers interact with young people in ways that leave them feeling inspired, enthusiastic, and ready to contribute—rather than disengaged, outraged, or overwhelmed. That world may be closer than you think. In this book based on cutting edge research, psychologist David Yeager explains how to stop fearing young people’s brains and hormones and start harnessing them. Neuroscientists have discovered that around age ten, puberty spurs the brain to crave socially rewarding experiences, such as pride, admiration, and respect, and to become highly averse to social pain, such as humiliation or shame. As a result, young people are subtly reading between the lines of everything we say, trying to interpret the hidden implications of our words to find out if we are disrespecting or honoring them. Surprisingly, this sensitivity to status and respect continues into the mid-twenties. 10 to 25 helps adults develop an ear for the difference between the right and wrong way to respect young people and avoid frustrating patterns of miscommunication and conflict. Yeager explains how to adopt what he terms the mentor mindset, which is a leadership style that’s attuned to young people’s need for status and respect. Anyone can adopt the mentor mindset by following a few highly effective and easy-to-learn practices such as validating young people’s perspectives (rather than dismissing them), asking them questions (rather than telling them what to do), being transparent about your beliefs and goals (rather than assuming that they will accurately guess your thoughts), and holding them to high standards (rather than coddling them). Yeager’s scientific experiments have shown these practices reduce a wide variety of behavior problems, including school dropout, unhealthy eating, stress, purposelessness, mental health problems, and more. One of the biggest misconceptions about mentoring is that it takes up too much time. On the contrary, those who use the mentor mindset end up with more time. Through back-and-forth conversations, young people feel empowered, and managers can transfer responsibility to them. Young people in this age group are poised to learn, grow, and accomplish incredible things—if only we can tap into the basic neurobiological systems that drive their motivation and behavior. An essential read for anyone who interacts with young people, 10 to 25 is a groundbreaking book that offers long-term strategies to help nurture well-adjusted, independent, accomplished young people who contribute to society in positive ways—all while making our own lives easier.
User-friendly, visually appealing collection offers both new and classic strategic board games. Includes abstract games for two and three players and mathematical games such as Nim and games on graphs.
Howard Gardner's groundbreaking theory applied for classroom use This important book offers a practical guide to understanding how Howard Gardner's theory of Multiple Intelligences (MI) can be used in the classroom. Gardner identified eight different types of intelligence: linguistic, logical, spatial, musical, bodily-kinesthetic, naturalist, interpersonal, and intrapersonal. Celebrating Every Learner describes the characteristics of each type of intelligence and follows up with ready-to-use lesson plans and activities that teachers can use to incorporate MI in their pre-K through 6 classrooms. Offers a treasury of easily implemented activities for engaging all students' multiple intelligences, from the New City School, a leading elementary school at the forefront of MI education Provides ready-to-use lesson plans that teachers can use to incorporate MI in any elementary classroom Includes valuable essays on how and why to integrate MI in the classroom Hoerr is the author of a bi-monthly column for Educational Leadership as well as the editor of the "Intelligence Connections" e-newsletter
School activities alone are not always sufficient to ensure children’s academic progress or socio-emotional development and well-being. And the time when many children typically have the least adult supervision – immediately after school – is also the time that they are at the highest risk to act as perpetrators or become victims of antisocial behavior. Throughout A Blueprint for Promoting Academic and Social Competence in After-School Programs, which focuses on children in grades 1 through 6, noted experts identify the best practices of effective programs and pinpoint methods for enhancing school-based skills and making them portable to home and neighborhood settings. This volume: (1) Analyzes the concepts central to effective after-school programs. (2) Offers developmental, cognitive, and social ecology perspectives on how children learn. (3) Features more than 100 exercises that develop young people’s capabilities for academic, social, moral, and emotional learning – These exercises are ready to use or can be adapted to students’ unique needs. (4) Emphasizes young people’s development as students and as productive members of society during middle to late childhood and early adolescence. (5) Presents explicit theory and evidence that can be used to explain the value of after-school programs for budget proposals. This important book will find an appreciative, ready audience among the program directors who design after-school curricula, the educators who implement them, the mental health and social work professionals who help staff them, and the current crop of graduate students who will create the next generation of programs.
A Board Game Education is an entertaining and valuable resource for parents, teachers, educators, and anyone who appreciates the fun and entertainment provided by classic, traditional board games. The book provides an informative analysis of how classic board games that everyone has played_and probably owns_are not only great family entertainment but also develop core educational skills that have been proven to lead to academic achievement. Through A Board Game Education readers learn a bit of the fascinating history trivia and little-known facts regarding the most loved board games of all time (i.e., how Monopoly was used by WWII POWs to escape). At the same time, Hinebaugh identifies the distinct educational skills developed by each of these games and explores in detail how the play of these games cultivates such skills. A Board Game Education also provides valuable suggestions about how to modify and vary these classic board games to specifically enhance additional core educational skills and concepts. Who would have thought that Candy Land could be modified into a strategy game and Chutes and Ladders could be used to teach algebraic equations and advanced math.