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Games for the Whole Child - 1st Edition (Book)

Games for the Whole Child - 1st Edition (Book) Through Games for the Whole Child , you can do the following: Meet the newly updated NASPE standards using a holistic, whole child learning approach Meet social and emotional needs as well as cognitive and physical needs of K-8 students Maintain an intrinsic motivation for a lifetime of movement Teach fun games that develop cooperative skills and promote children's fitness Challenge students of all ability levels and promote self-efficacy The 61 ready-to-use games in Games for the Whole Child are fun-but with a purpose. And that purpose is what makes this book both unique and valuable. The book is designed to promote physical activity (both now and in the future) through games that simultaneously meet the unique physical, social, emotional, and cognitive needs of students in grades K-8. Used cumulatively, the variety of games will help you meet all the newest NASPE (National Association for Sport and Physical Education) standards. With these games in hand, educators can employ a holistic, whole child learning approach, and that is what sets this book apart. The games are presented in five categories: warm-ups, skill practice, fitness, sport games, and group initiatives. Beyond being fun and helping you to meet all the NASPE standards, these games serve the following purposes: Teach the underlying skills that assist in children's physical, emotional, social, and cognitive development Are a creative compilation of new games and new versions of old favorites Provide multiple levels of difficulty and are easily adaptable according to setting, age, and ability Promote lifetime activity and physical fitness by meeting children's needs Are easy to locate through a game finder that correlates them to the various aspects of development Are easy to teach for educators and quick to pick up for students Games for the Whole Child teaches children that movement is enjoyable and that games, exercise, and fun are not mutually exclusive. It promotes self-efficacy and an I can attitude. And it motivates students to be active, to grow, and to respect differences in abilities and growth. The games challenge students at all ability levels and in all aspects of development. Physical educators, recreation leaders, and after-school leaders and teachers will love the research-supported approach that this book uses. Students will enjoy the games. Best of all, they will build skills in areas that are crucial to their overall development. 2/8/2005 copyright, 168 pages.
19.95 USD

Soccer Practice Games - 2nd Edition (Book)

Soccer Practice Games - 2nd Edition (Book) Make each practice more challenging, productive, and fun with 125 games! Divided into six sections, Soccer Practice Games presents 125 games on the following aspects: Warm-up and conditioning Passing and receiving Dribbling, shielding, and tackling Heading and shooting Tactical training Goalkeeper training Joe Luxbacher-veteran coach, former player, and accomplished author-presents the games that work best for youth coaches during practice sessions. Each game maximizes player activity and contains at least one major objective related to player or team development. A detailed explanation and accompanying illustrations are provided for each game to make application easy. Games can be adapted easily to accommodate players of various ages and abilities. Designed for beginning youth through high school competitive levels, Soccer Practice Games is a big winner among coaches. Whether working with whole teams, small groups, or individual players, coaches will find a fun and effective way to instruct and learn the game.
16.95 USD

Synthetic Worlds: The Business and Culture of Online Games

Synthetic Worlds: The Business and Culture of Online Games From EverQuest to World of Warcraft, online games have evolved from the exclusive domain of computer geeks into an extraordinarily lucrative staple of the entertainment industry. People of all ages and from all walks of life now spend thousands of hours— and dollars— partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers— outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide— and with Microsoft and Sony pouring hundreds ofmillions of dollars into video game development— online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “ Illuminating. . . . Castronova’ s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.” — The Economist “ Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innova
11.20 USD

The New Parachute Games (Video)

The New Parachute Games (Video) Looking for parachute activities? This video will give you 20 parachute activities to incorporate into your class. This is one of the best parachute videos that our educational advisors have ever viewed. 25 minutes.
58.78 USD

Tennis Practice Games Video (VHS Format)

Tennis Practice Games Video (VHS Format) Your time on the court is too valuable to spend on boring, repetitive drills. Now there's a fun, match like alternative featured in the Tennis Practice Games Video . This innovative approach challenges you to improve strokes, tactics, and many other facets of your game by placing you in pressure, point-deciding situations found in singles and doubles match play. Make every trip to the practice court more productive and rewarding with the activities presented in the Tennis Practice Games Video .
29.95 USD

Phil Hellmuth's Million Dollar Online Poker Secrets (DVD)

Phil Hellmuth's Million Dollar Online Poker Secrets (DVD) Have you ever dreamed of becoming an online poker super star? Learn how the pros are making millions of dollars playing poker outside of big money tournaments. Win big without ever having to leave your house! Nine time world champion Phil Hellmuth Jr. will show you everything you need to know with Million Dollar Online Poker Secrets. Become a winning poker player over the Internet! All the information you'll ever need is contained right here on this amazing breakthrough video! Get Ready to Learn: What Sites to Play Online Pot Odds Online Bluffs and Tells Gaining Special Inside Information About Your Opponents Playing Multiple Games at Once Winning Online Tournaments Winning Online Cash Games Secret Tips and Never-Before-Seen Strategies Much More! Who is Phil Hellmuth Jr.? 1989 World Champion of Poker (World Series of Poker) #1 with Nine World Championships of Poker (9 World Series of Poker titles-two of them in 2003) First place in the World Series of Poker all time money list with over $3,524,000 in earnings 1995 Hall of Fame Big One Champion 2000 European Champion-Poker EM, the World's Biggest Seven-Card Stud event in Vienna at Casinos Austria #1 with 4 Hall of Fame Poker titles Winning three World Series ofEPokerEtitles and one second in 1993 is considered the best feat in the history of poker Late Night Poker III Champion Won the Bicycle Clubs Championship event in 1988 Winner of over 30 titles in poker tournaments all over the world The youngest World Champion of poker winner, at 24 year old Voted The Best All Around Poker Tournament Player in the World in 1996 by his peers in the only poll of its kind ever taken Phil Hellmuth Jr.Eeats, drinks, lives and breathes poker! He knows his stuff! Complete your Phil Hellmuth DVD collection with Million Dollar Poker System, Million Dollar Secrets to Bluffing and Tells, and Million Dollar Tournament Strategies.
19.98 USD

Best New Games Book (Copyright 2002, 232 pages)

Best New Games Book (Copyright 2002, 232 pages) Since the early 1970s, proponents of the New Games movement have been using cooperative, interactive games to bring diverse groups of people together. In Best New Games, Dale Le Fevre shows you how to lead, develop, and adapt New Games for any group. This complete resource is the only book now available that presents New Games. New Games are for groups of all ages and abilities N and they're meant to be played just for fun. Developed during the Vietnam War era, New Games were created to encourage people to channel their aggressive tendencies in a creative, powerful, fun, and safe way. In 1974 the New Games Foundation was incorporated, and it spread the idea of New Games through hundreds of training workshops in North America and beyond. New Games may include competition, but having fun with a New Game is more important than winning it. The games can be adapted for people who are physically and mentally impaired or mentally ill. New Games have been played with people of all different abilities and backgrounds N often in the same group. Author Dale Le Fevre is a leading authority on New Games. In many of his workshops, traditionally adversarial groups have successfully come together to play and have fun: Arabs and Israelis in the Middle East; Catholics and Protestants in Northern Ireland; mixed races in South Africa; and Serbs, Croats, and Muslims in Croatia and Serbia. In Best New Games, Le Fevre presents the most popular New Games from more than 25 years of presenting, including many recently found games. The book features 180 illustrations, 84 games, and 7 trust activities. An easy-to-use Gamefinder helps you quickly find the ideal game for your particular situation by listing games according to space and equipment requirements, appropriate times to play the game, activity levels, skills developed, number of players, and social purpose. The author also provides tips to give you confidence and increase your effectiveness in leading the games, including instructions on adapting and creating games. In Best New Games you'll find games to address a variety of social objectives: Breaking the ice Helping people get acquainted Fostering sensitivity and trust Building teamwork Best New Games is a great resource for anyone involved with groups N at any level and in any setting. It is a rich mine of entertaining activity ideas for elementary classrooms, after-school programs, physical education programs for all ages, college orientations, religious youth groups, r
19.95 USD

Holiday Games and Activities - 1st Edition (Book)

Holiday Games and Activities - 1st Edition (Book) Add fun, fitness, and motor skill development to the holiday seasons with Holiday Games and Activities . These fun activities, developed and field-tested by an experienced elementary physical education specialist, promote the spirit of the season in your classes and help you provide quality physical education for kids in kindergarten through grade 6. They`re excellent teaching resources for elementary physical educators, recreation directors, YMCA directors, and playground supervisors. Holiday Games and Activities divides the school year into eight seasons: Back to School Halloween Thanksgiving Winter, Christmas, and Hanukkah Valentine`s Day, Presidents` Day, and Groundhog Day St. Patrick`s Day Easter Summer For each holiday or season, you`ll find physical fitness activities, skills, games, rhythm and dance activities, and illustrated bulletin board ideas. Games and activities like Thankful Turkey Tag, Scrambled Eggs relay race, and Escape From the Spiders obstacle course get students involved and excited about physical education. And their excitement makes teaching fun, too! To make the games simple for you to teach, Holiday Games and Activities has easy-to-find information that includes: ages for which the activity is appropriate, activity goals, space required, equipment needs and preparation requirements, safety considerations, adaptation suggestions, and teaching hints. You`ll also find over 30 certificates and decorations that you can reproduce and use. Liven up your physical education classes with this collection of holiday games and activities. You and your students will all enjoy it! 2/10/1992 copyright, 184 pages.
16.95 USD

Games And Simulations In Online Learning: Research And Development Frameworks

Games And Simulations In Online Learning: Research And Development Frameworks Nearly all early learning happens during play, and new technology has added video games to the list of ways children learn interaction and new concepts...
107.95 CAD

101 Fun Warm-Up and Cool-Down Games - 1st Edition (Book)

101 Fun Warm-Up and Cool-Down Games - 1st Edition (Book) Until now, warming up and cooling down have been seen as drudgery - a boring start to a game or class. But not anymore. 101 Fun Warm-Up and Cool-Down Games provides the antidote to the age-old warm-up and cool-down routines of jogging and stretching. When students take part in these games, they will be fully engaged, having fun, and effectively preparing their minds and bodies for the game or activity that lies ahead. This innovative book provides complete information for implementing 101 core games: The theory behind warm-ups and cool-downs (why they're important and what they should consist of) 41 fun games that can be used in a variety of situations 60 sport-specific games in 7 sports (badminton, baseball, basketball, football, hockey, soccer, and volleyball) 113 variations of the core games to help leaders shape the activities to their group's needs An easy-to-follow format with illustrations for the more complicated games to ensure proper setup and understanding of the game A game finder to help leaders easily locate games and determine which are suited to their needs The game descriptions include group size, age, and skill level, making it easy to find the game that's just right for your group. They also can be used as stand-alone activities that promote fitness and fun. And the sport-specific games help kids warm up while working with the ball or equipment that they'll use in their games. The variety of games, the sport-specific applications, the adaptability to different groups, and the multiple uses of the games make this book a valuable resource for any leader working with students or athletes. The illustrations and easy-to-use format make it straightforward and reader-friendly. These games are so engaging that students and athletes will hardly know they're warming up or cooling down. Come game time, they'll be charged up and ready to go. And after the game, they won't mind cooling down. 2/17/2004 copyright, 216 pages.
19.95 USD

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