This easy-to-use, research-based literacy center focuses on the five areas of reading. The center contains differentiated activities to meet the needs of all learners, recommended children's literature, and a letter to build a school-home connection.
With a focus on early literacy skills, this resource supports third grade teachers in their use of centers in the classroom. Included in this book are 10 easy-to-use, research- and standards-based literacy centers that each align with essential third grade skills and that focus on the five areas of reading: Phonemic Awareness, Phonics, Fluency, Vocabulary, and Comprehension. You'll find fun, engaging designs and all the necessary materials needed to implement each center. Each center contains three differentiated activities to meet the needs of all learners, recommended children's literature for additional text support, and a family letter to build a school-home connection. This resource is correlated to College and Career Readiness standards.
With a focus on early literacy skills, this resource supports third grade teachers in their use of centers in the classroom. Included in this book are 10 easy-to-use, research-based literacy centers that each align with Common Core State standards and that focus on the five areas of reading-Phonemic Awareness, Phonics, Fluency, Vocabulary, and Comprehension. You'll find fun, engaging designs and all of the necessary materials needed to implement each center. Each center contains three differentiated activities to meet the needs of all learners, recommended children's literature for additional text support, and a family letter to build a school-home connection.
Good,No Highlights,No Markup,all pages are intact, Slight Shelfwear,may have the corners slightly dented, may have slight color changes/slightly damaged spine.
New Interchange is a multi-level series for adult and young-adult learners of English from the beginning to the high-intermediate level. The Teacher's Edition features page-by-page instructions directly opposite full-size, full-color reproductions of the Student's Book pages. It also contains teaching suggestions, answer keys for the Student's Book and Workbook, listening scripts, optional activities, and photocopiable Achievement Tests with their own listening scripts and answer keys.
This Companion is a one-stop reference resource on the Phnom Penh based ‘Khmer Rouge tribunal'. It serves as an introduction to the Extraordinary Chambers in the Courts of Cambodia, while also exploring some of the Court’s practical and jurisprudential challenges and outcomes. Written by Nina Jørgensen, who has worked as senior adviser in the tribunal’s Pre-Trial and Supreme Court Chambers, the Companion offers both direct insights and academic analysis organized around six themes: legality, structure, proceedings, jurisprudence, legitimacy and legacy. This comprehensive Companion will provide a platform for interested sectors of domestic and international society, to assess the value of the Extraordinary Chambers, both during the tribunal’s lifespan and after it has closed its doors.
The Bulletin of the Atomic Scientists is the premier public resource on scientific and technological developments that impact global security. Founded by Manhattan Project Scientists, the Bulletin's iconic "Doomsday Clock" stimulates solutions for a safer world.
Features literature-based teaching units selected from issues of the Mailbox magazines published between 1987 and 1997. Includes novel units, thematic booklists, hands-on activities, skills-based reproducibles, etc.
Using Games and Simulations for Teaching and Assessment: Key Issues comprises a multidisciplinary investigation into the issues that arise when using games and simulations for educational purposes. Using both theoretical and empirical analyses, this collection examines cognitive, motivational, and psychometric issues with a focus on STEM content. Unlike other research-based volumes that focus solely on game design or the theoretical basis behind gaming, this book unites previously disparate communities of researchers—from civilian to military contexts as well as multiple disciplines—to critically explore current problems and illustrate how instructionally effective games and simulations should be planned and evaluated. While computer-based simulations and games have the potential to improve the quality of education and training, Using Games and Simulations for Teaching and Assessment: Key Issues shows how the science of learning should underlie the use of such technologies. Through a wide-ranging yet detailed examination, chapter authors provide suggestions for designing and developing games, simulations, and intelligent tutoring systems that are scientifically-based, outcomes-driven, and cost-conscious.