How is it that pets are able to travel thousands of miles through unknown territory to reunite with their beloved humans? How can dogs detect cancer with up to a 98 percent accuracy rate, and foresee epileptic or diabetic seizures in their owners? How do animals seem to know an earthquake is coming long before the world's best seismologists? In Animal Wisdom, veterinarian and animal advocate Linda Bender offers a wealth of amazing stories and research-based evidence indicating animals have deeply perceptive—even extrasensory—abilities. She shows us that animals are extremely perceptive, intuitive, and psychic and provides step-by-step practices for honing your natural ability to communicate with them, so that you too can learn to understand their urgent messages about peace, happiness, and the future of the planet. Animal Wisdom is for animal lovers and anyone who seeks a deeper, more spiritual connection to these beautiful creatures. From the table of contents: Foreword by Linda Tucker PART I: The Fabric of Creation Chapter 1: The Ecology of Paradise Chapter 2: How Can We Know What Animals Are Thinking and Feeling? PART II: What Animals Want Us to Know Chapter 3: You Are Loved Chapter 4: You Are Already Living in Paradise Chapter 5: You Don't Have to Figure Everything Out Chapter 6: Dying Isn't Bad PART III: The Connection of All Creatures Chapter 7: How to Connect Telepathically with Animals: A Practical Guide Chapter 8: The Animals Speak for Themselves Chapter 9: Heeding the Cries of the Nonhuman World Afterword by Andrew Harvey
This cycle of poems travels the path of the Gospel of Mark, rereading and retelling the story, flashing back and anticipating, reading from unusual vantage points, flowing with the author's perspective and rowing against it. Crossing the genres of poetry and biblical interpretation, the poems themselves become a way to experience the Gospel of Mark.
How much do you REALLY know about the science that matters? This book features over 300 fun science questions and answers chosen by Glenn Murphy to test your knowledge. Find out all about blood and guts, senses and feelings, robots, furry animals and space. There are instructions at the back of the book that allow you to 'play' the book too, on your own or in a group.
Young People and Digital Technologies, Second Edition
Author: Sandra Weber
Publisher: Palgrave Macmillan
In this cutting-edge anthology, contributors examine the diverse ways in which girls and young women across a variety of ethnic, socio-economic, and national backgrounds are incorporating and making sense of digital technology in their everyday lives. Contributors explore identity development, how young women interact with technology, and how race, class, and identity influence game play.
A bright, busy, visually stimulating book and double-sided puzzle set that supports early reading, counting, and uses visual prompts to keep your little learners searching, spotting, and counting again and again!
Education is a field sometimes beset by theories-of-the-day and with easy panaceas that overpromise the degree to which they can alleviate pressing educational problems. The two-volume Encyclopedia of Educational Theory and Philosophy introduces readers to theories that have stood the test of time and those that have provided the historical foundation for the best of contemporary educational theory and practice. Drawing together a team of international scholars, this invaluable reference examines the global landscape of all the key theories and the theorists behind them and presents them in the context needed to understand their strengths and weaknesses. In addition to interpretations of long-established theories, this work offers essays on cutting-edge research and concise, to-the-point definitions of key concepts, ideas, schools, and figures. Features: Over 300 signed entries by trusted experts in the field are organized into two volumes and overseen by a distinguished General Editor and an international Editorial Board. Entries are followed by cross references and further reading suggestions. A Chronology of Theory within the field of education highlights developments over the centuries; a Reader’s Guide groups entries thematically, and a master Bibliography facilitates further study. The Reader’s Guide, detailed index, and cross references combine for strong search-and-browse capabilities in the electronic version. Available in a choice of print or electronic formats, Encyclopedia of Educational Theory and Philosophy is an ideal reference for anyone interested in the roots of contemporary educational theory.
Addressing the nature of free will and humanity itself, the authors argue that the mind, consciousness, and culture have evolved interdependently to create the human species and show how the mind is constantly adjusting to its environment. UP.
Keep the information you need on playthings and pop culture at your fingertips! The Dictionary of Toys and Games in American Popular Culture is an A-to-Z reference guide to the playthings that amused us as children and fascinate us as adults. This enlightening—and entertaining—resource, complete with cross-references, provides easy access to concise but detailed descriptions that place toys and board games in their social and cultural contexts. From action figures to yo-yos, the book is your tour guide through the museum of sought-after collectibles and forgotten treasures that mirror the fads and fashions that helped define pop culture in the United States. The Dictionary of Toys and Games in American Popular Culture is a historical, yet current, reflection of society’s ever-changing attitudes toward childhood and its cultural touchstones. The book is filled with physical descriptions of each entry, including size, color, and material composition, and the age group most often associated with the item. It also includes biographical sketches of inventors, manufacturers, and distributors— a virtual “Who’s Who” of the American toy industry, including Milton Bradley, Walt Disney, and Jim Henson. With a brief glimpse through its pages or a lengthy look from cover to cover, you’ll discover (or re-discover) real hero action figures, toys with commercial tie-ins, fast-food promotional giveaways, penny prize package toys, and advertising icons and characters in addition to beloved toys and board games like Etch-a-Sketch®, Lincoln Logs®, Colorforms®, Yahtzee®, and Burp Gun, the first toy advertised on nationwide television. The Dictionary of Toys and Games in American Popular Culture presents easy-to-access and easy-to-read descriptions of such toys as: Barbie®, bendies, and Beanie Babies® Monopoly®, Mr. Machine®, and Mr. Potato Head™ Pez®, Plah-Doh®, and Pound Puppies® Scrabble®, Silly Putty®, and Slinky® Tiddly Winks®, Tinker Toys®, and Twister™ and looks at the people behind the scenes of the biggest names in toys, including LEGO® (Ole Kirk Christiansen) Fisher-Price® (Homer G. Fisher) Mattel® (Ruth and Elliott Handler) Hasbro™ (Alan, Merrill, and Stephen Hassenfeld) Toys R Us® (Charles Lazarus) Parker Brothers® (Edward and George Parker) F.A.O. Schwartz (Frederick Schwartz) Kenner® (Albert Steiner) Tonka® (Russell L. Wenkstern) The Dictionary of Toys and Games in American Popular Culture also includes an index and a selected bibliography to meet your casual or professional research needs. Faster (and more entertaining) than searching through a vast assortment of Web sites for information, the book is a vital resource for librarians, toy collectors and appraisers, popular culture enthusiasts, and anyone with an interest in toys—past and present.