Ich leite eine Kita
Author: Grete Helle, Tom Rune Fløgstad
Publisher: Bananenblau - Der Praxisverlag für Pädagogen
In diesem Praxisbuch beschreiben die Autoren über 30 bewährte Methoden und Instrumente zur Leitung von Krippen und Kindergärten. Sie beschreiben nicht nur detailliert die richtige Anwendung dieser Instrumente, sondern zeigen zudem anhand von Praxisbeispielen, wann welche Methode besonders erfolgversprechend ist. Das Buch richtet sich sowohl an Einsteiger als auch an erfahrene Kita-Leitungen. Schritt-für-Schritt-Anleitungen geben wertvolle Anregungen und Tipps zu Themen wie: ● Formulieren von gemeinsamen Werten im Team ● Entwicklung von Mitarbeiterkompetenzen ● Erfolgreiche Leitung von Teamsitzungen ● Professionelle Zusammenarbeit mit Eltern
In the original book – Continuous Provision, Alistair Bryce-Clegg covered what effective continuous provision should look like and how practitioners could achieve it by linking their provision directly to assessment. This new title: The Skills, demonstrates that in every area of continuous provision (like sand, water, role play, small world etc) there are 'pure' skills that children can only learn in that area and there are 'facilitative' skills that children can learn through that area. Each of these 'pure' and 'facilitative' skills needs to be acknowledged, assessed and taught and this is the premise of this new title. In The Skill of Continuous Provision Alistair: Revisits (briefly) the principles of effective continuous provision Looks at each area of continuous provision in turn and identifies a range of 'pure' and 'facilitative' skills Shows how the provision itself (resources) should be leveled 'top', 'middle' and 'emergent' to meet the development needs of all children irrespective of how old they are. Gives some comprehensive examples of how to break those skills down into top, middle, emergent e.g. in 'Paint' he identifies skills that children need to learn when using paint like texturising, application, printing etc. He then takes each of those skills individually and show how a skill like printing could be broken down into three broad stages. Asks and answers questions like: What would really basic, lower level printing look like? What sort of resources would facilitate effective learning in this area of development? By the end of the book the practitioner should have a really practical guide to differentiated skill development in continuous provision.
Design Thinking Research
Author: Hasso Plattner, Christoph Meinel, Larry Leifer
This book summarizes the results of Design Thinking Research carried out at Stanford University in Palo Alto, California, USA and Hasso Plattner Institute in Potsdam, Germany. The authors offer readers a closer look at Design Thinking with its processes of innovations and methods. The contents of the articles range from how to design ideas, methods and technologies via creativity experiments and wicked problem solutions, to creative collaboration in the real world and the connectivity of designers and engineers. But the topics go beyond this in their detailed exploration of design thinking and its use in IT systems engineering fields and even from a management perspective. The authors show how these methods and strategies work in companies, introduce new technologies and their functions and demonstrate how Design Thinking can influence as diverse a topic area as marriage. Furthermore, we see how special design thinking use functions in solving wicked problems in complex fields. Thinking and creating innovations are basically and inherently human – so is Design Thinking. Due to this, Design Thinking is not only a factual matter or a result of special courses nor of being gifted or trained: it’s a way of dealing with our environment and improving techniques, technologies and life.
Every day we interact with thousands of consumer products. We not only expect them to perform their functions safely, reliably, and efficiently, but also to do it so seamlessly that we don’t even think about it. However, with the many factors involved in consumer product design, from the application of human factors and ergonomics principles to reducing risks of malfunction and the total life cycle cost, well, the process just seems to get more complex. Edited by well-known and well-respected experts, the two-volumes of Handbook of Human Factors and Ergonomics in Consumer Product Design simplify this process. The first volume, Human Factors and Ergonomics in Consumer Product Design: Methods and Techniques, outlines the how to incorporate Human Factors and Ergonomics (HF/E) principles and knowledge into the design of consumer products in a variety of applications. It discusses the user-centered design process, starting with how mental workload affects every day interactions with consumer products and what lessons may be applied to product design. The book then highlights the ever-increasing role of information technology, including digital imaging, video and other media, and virtual reality applications in consumer product design. It also explores user-centered aspect of consumer product development with discussions of user-centered vs. task-based approach, articulation and assessment of user requirements and needs, interaction with design models, and eco design. With contributions from a team of researchers from 21 countries, the book covers the current state of the art methods and techniques of product ergonomics. It provides an increased knowledge of how to apply the HF/E principles that ultimately leads to better product design.
My Very Own Haggadah
Author: Judyth Saypol Groner, Madeline Wikler, Sally Springer
Publisher: Kar-Ben Publishing
The ultimate children's Haggadah. A childe's first seder service with the story of Passover, an explanation of holiday symbols, pictures to colour, songs, recipes and crafts.
Author: Michael Fullan
Publisher: Pearson Canada
"It's time to take the lid off learning." In Stratosphere, Michael Fullan takes a close look at the fast-paced world of emerging technologies and argues that the inevitable influence of technology on teaching and learning must not be resisted, but rather embraced and applied in meaningful ways to positively impact school classrooms. Examines connections–and disconnections– between pedagogy, technology, and change knowledge in education Creates a vision for improving education by escaping the content-focused teaching of the past and embracing “the new pedagogy” of higher-order skills Focuses on the harnessing of fast and innovative technologies to bring about change in classrooms, districts, states, and provinces Identifies four critical elements that, at scale, have the ability to make large-scale change a reality– and easier!
Author: Sally Chambers
Publisher: Facet Publishing
Will there be a library catalogue in the future and, if so, what will it look like? In the last 25 years, the library catalogue has undergone an evolution, from card catalogues to OPACs, discovery systems and even linked data applications making library bibliographic data accessible on the web. At the same time, users expectations of what catalogues will be able to offer in the way of discovery have never been higher. This groundbreaking edited collection brings together some of the foremost international cataloguing practitioners and thought leaders, including Lorcan Dempsey, Emmanuelle Bermès, Marshall Breeding and Karen Calhoun, to provide an overview of the current state of the art of the library catalogue and look ahead to see what the library catalogue might become. Practical projects and cutting edge concepts are showcased in discussions of: - linked data and the Semantic Web - user expectations and needs - bibliographic control - the FRBRization of the catalogue - innovations in search and retrieval - next-generation discovery products and mobile catalogues. Readership: Cataloguers and metadata specialists, library adminstrators and managers responsible for planning and strategy, systems librarians, user services managers, electronic resources librarians, and digital library project managers, students on cataloguing, information management and digital library courses.
Information granules and their processing permeate a way in which we perceive the world, carryout processing at the conceptual (abstract) level, and communicate our findings to the surrounding environment. The importance of information granulation becomes even more apparent when we are faced with a rapidly growing flood of data, become challenged to make decisions in complex data settings and are required to appreciate the context from which the data is derived. Human centricity of systems that claim to be “intelligent” and the granular computing come hand in hand. It is not surprising at all to witness that the paradigm of Granular Computing has started to gain visibility and continues along this path by gathering interest from the circles of academics and practitioners. It is quite remarkable that the spectrum of application and research areas that have adopted information granulation as a successful strategy for dealing with information complexity covers such diverse fields as bioinformatics, image understanding, environmental monitoring, urban sustainability, to mention few most visible in the literature. Undoubtedly, there are two important aspects of Granular Computing that are worth stressing. First, there are several formalisms in which information granules are articulated so be intervals (sets), fuzzy sets, rough sets, soft sets, approximate sets, near sets and alike. They are complementary and each of them offers some interesting views at the complexity of the world and cyberspace.
Author: Ben Furman
A playful and practical approach to solving difficulties faced by children. The Kids' Skills method views all problems as skills that need to be developed. Involves 15 simple steps to convert problems into skills.
Author: Brothers Grimm
This classic children's story has been re-imagined as part of a social venture project to raise money for literacy charities. DERT works with emerging designers to create unique, customized books. Each DERT book features the design and conceptual artwork created by graphic design students.This Grimm tale tells the tale of magic pot that fulfills the need of a starving family and the importance of knowing the rules before you mess with magic.
Author: J. C. Herz
Publisher: Little, Brown
In a scant fifteen years, video and computer games have grown into a $6-billion-a-year global industry, sucking up ever-increasing amounts of leisure time and disposable income. In arcades, living rooms, student dorms, and (admit it) offices from Ohio to Osaka, video games have become a fixture in people's lives, marking a tectonic shift in the entertainment landscape. Now, as Hollywood and Silicon Valley rush to sell us online interactive multimedia everything, J. C. Herz brings us the first popular history and critique of the video-game phenomenon. From the Cold War computer programmers who invented the first games (when they should have been working) to the studios where the networked 3-D theme parks of the future are created, Herz brings to life the secret history of Space Invaders, Pac Man, Super Mario, Myst, Doom, and other celebrated games. She explains why different kinds of games have taken hold (and what they say about the people who play them) and what we can expect from a generation that has logged millions of hours vanquishing digital demons. Written with 64-bit energy and filled with Herz's sharp-edged insights and asides, Joystick Nation is a fascinating pop culture odyssey that's must-reading for media junkies, pop historians, and anyone who pines for their old Atari.