Happy Hearts 1 DVDHappy Hearts is a three-level course for three to six year old children. The course develops the listening, speaking and pre-writing / pre-reading skills of young learners through art, music and movement. It provides a simple but steady development of new language through a carefully graded syllabus and features engaging characters including Billy, Molly and Kenny the cat, that will appeal to all children of pre-school age.
DVD contains animated stories, songs and word games for the course.
I-Spy is an imaginative four-part course for children starting English at primary school. The course develops communication skills and learning strategies, and offers a rich resource of stories, posters, flashcards, games, cut-outs, and optional activities, to cater for a range of abilities and learning styles.
ESL Emergency: 150+ ESL Games, Role Plays & Drama Activities Games that will make language learning even more fun and accessible for your students, and instructions that will help you integrate games into classes with great success!
Whether you're dealing with unmotivated students, repetitive lessons, a gap in the lesson plan, or students simply aren't grasping the concepts, ESL games can be a huge help in the classroom.
An international bestseller and the inspiration for a blockbuster film series, Suzanne Collins's dystopian, young adult trilogy The Hunger Games has also attracted attention from literary scholars. While much of the criticism has focused on traditional literary readings, this innovative collection explores the phenomena of place and space in the novels--how places define people, how they wield power to create social hierarchies, and how they can be conceptualized, carved out, imagined and used.
Added by: miaow | Karma: 8463.40 | Other | 14 August 2015
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Increasingly, technology is at stake in toys, games and playing. With the immense popularity of computer games, questions concerning the role and function of technology in play have become more pressing. A key aspect of the increasing technologization and digitalization of both toys and play is the vagueness of borders between producers, consumers and players.