Senin, 25 Januari 2010

[C301.Ebook] PDF Ebook Inventing Kindergarten, by Norman Brosterman

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Inventing Kindergarten, by Norman Brosterman

Inventing Kindergarten, by Norman Brosterman



Inventing Kindergarten, by Norman Brosterman

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Inventing Kindergarten, by Norman Brosterman

Invented in the 1830s by German educator Friedrich Froebel, kindergarten was designed to teach young children about art, design, mathematics, and natural history. Inventing Kindergarten uses extraordinary visual materials to reconstruct this successful system, which grew to become a familiar institution throughout the world by the end of the 19th century. 130 illustrations, 55 in color.

  • Sales Rank: #154176 in Books
  • Published on: 1997-02-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.25" h x .75" w x 9.50" l, 5.00 pounds
  • Binding: Hardcover
  • 144 pages

Amazon.com Review
Adults over a certain age probably have similar memories of their first taste of school--the half-day kindergarten that featured singing, finger-painting, stories, and naptime. Whatever lessons we absorbed during those halcyon hours were not obvious ones, but we developed confidence, exercised our imaginations, and learned the basic schoolroom drill concerning school buses, milk money, and raising our hands before asking or answering a question. These days, kindergarten is a far departure from its earlier incarnation; instead of a loosely structured time to play and discover, modern kindergartens are more like First Grade 101, in which children are taught their numbers and letters and even assigned homework. Norman Brosterman, author of Inventing Kindergarten, doesn't approve.

Inventing Kindergarten is partly Brosterman's views about the importance of the traditional kindergarten in shaping the hearts and minds of children, partly a biography of an almost-forgotten educator, Friedrich Froebel, the inventor of kindergarten. In tracing Froebel's life and beliefs about education, Brosterman makes a strong case for returning to Froebel's original model in order to encourage the development of "a sensitive, inquisitive child with an uninhibited curiosity and a genuine respect for nature, family and society." Even if you don't agree with Brosterman's belief that kindergarten is responsible for many of modern art's geniuses, it's hard to argue with a philosophy that makes room for the importance of play in early education.

From The New Yorker
... the juxtaposition here of nineteenth-century kindergarten work with the work of Braque, Klee, Mondrian, and Frank Lloyd Wright will make you gasp. This is a revelatory book, and one that gives new meaning to the derisive snort "My kid could do that."

Review
Norman Brosterman's book challenges this change. He makes a strong argument, supported by lush illustrations, that the inspiration for much of modern art and architecture can be linked to the invention of the kindergarten--its playful rather than its academic incarnation--in the mid-19th century. -- The New York Times Book Review, David Elkind

Most helpful customer reviews

0 of 0 people found the following review helpful.
facinating book
By E. G. Sisto
facinating book

9 of 12 people found the following review helpful.
Not a great read
By A Customer
This book on the repercussions Froebel's invention of kindertgarten had on artistic sensibility does an excellent job of tying its premise to quotations and examples from artists of the period in which these effects would surface. However, it's not a great read, and once you accept the premise, the book becomes an exercise. None of the comparisons were all that astounding. As an aside, this book probably contains the best interpretation of the term "zeitgeist" I've ever seen in print

12 of 13 people found the following review helpful.
The definitive study of Froebel's kindergarten
By A Customer
The kindergarten is ubiquitous, but how many of its former pupils really know how it came about and what philosophies it is based upon.
Norman Brosterman lovingly and meticulously studies the background of this 19th century invention, spurned by conservatives, embraced by those who wanted child-centered
education for their young children, and which influenced 20th century painters and architects such as Frank Lloyd Wright, Kandinsky, Paul Klee and many others.
Brosterman leaves no stone unturned . Through carefully written text and rich photographs of actual educational games ("Gaben" in German) by Kiyoshi Tagashi, he explains the goal of each "Gabe", its aesthetic value and then illustrates for the reader how these
influenced a generation of artists who had been schooled with them. As an educator, gallery director, and Froebel descendant, I can say unequivocably that Brosterman's book is perhaps the best book written about Froebel in this century. Surely it is the most thought provoking book about art history that I have read in a very long time

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Sabtu, 23 Januari 2010

[H226.Ebook] Download Ebook The Forsyte Saga, by John Galsworthy

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The Forsyte Saga, by John Galsworthy

  • Published on: 1925
  • Binding: Hardcover

Most helpful customer reviews

2 of 2 people found the following review helpful.
A Great Historical Perception
By Martin Amance
Many readers may view the English novelists of the turn of last century as sterile and dry. This is a mistake made by the newer generations who have been beguiled by television and modern film making. One gains understanding and perspective of the past through the eyes of various writers and we can begin to see that so many of our problems in this world are of our own making. The social constrictions, the injustices wrought by the well meaning guardians of society, even the arts and sciences can conspire against us. Yet the human condition remains today just as it was well over a hundred years ago.

This novel is the first in a series of writings, three novels and several shorter stories, that make up the Forsyte Saga, a serious reading of the change from Victorian to Edwardian England and beyond. For those who wish to become authors, a serious reading of these works reveals how stories may be told. For the more historical minded, one comes to appreciate the changes in society and how they are wrought. John Galsworthy is a splendid writer and worthy of reading on many different levels.

1 of 1 people found the following review helpful.
much better than having to buy separate book
By Mary P
Just the book I was looking for, much better than having to buy separate book. Thanks.

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Senin, 18 Januari 2010

[D919.Ebook] Ebook ACSM's Resources for the Personal Trainer, by American College of Sports Medicine (ACSM)

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ACSM's Resources for the Personal Trainer, by American College of Sports Medicine (ACSM)

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ACSM's Resources for the Personal Trainer, by American College of Sports Medicine (ACSM)

ACSM’s Resources for the Personal Trainer provides a broad introduction to the field of personal training, covering both basic science topics and practical application. It was originally designed to help people prepare for the ACSM Personal Training Certification Exam. It continues to serve that function, but the market for it has expanded to practitioners in the field looking for an additional resource, as well as in an academic setting where the book is a core text for personal training programs.

  • Sales Rank: #16305 in Books
  • Published on: 2013-02-01
  • Format: Abridged
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.00" h x 8.50" w x 1.50" l, 4.01 pounds
  • Binding: Hardcover
  • 592 pages
Features
  • Brand New Hard Cover

Most helpful customer reviews

11 of 11 people found the following review helpful.
A fantastic resource, better than my Anatomy & Physiology textbook
By Amazon Customer
I purchased this book first and foremost to help myself and then hopefully to assist others via personal training. This resource guide is slightly cheaper on Amazon then having to buy through ACSM. Quite frankly, in the anatomy sections of this text, many of the images that show various muscles are far higher quality than the lousy Anatomy & Physiology textbook I shelled out $200 for this semester at college. And while muscle origins and insertions are always difficult to learn, I find that ACSM addresses the material in a practical way that, while still hard, I think will ultimately teach me these critical muscle components more effectively than the inaccurately labeled anatomical models at my college and their rote memorization.

I've read from several online sources that those planning to attend the 3 day ACSM CPT workshop should read this text before going, so that's what I'm doing. I'm only a little over 100 pages in, but am very impressed not only with the layout and structure of the material and the images, but the text itself is a good quality hardcover which will stand up to a lot of wear, which is good since I'm sure I'll be consulting it again and again.

I confess I'm flabbergasted at how little the real-world personal training industry resembles the standards espoused in this and other teaching texts on personal training. But that's what accountability and steady growth are for.

The only downside is I would like to also have the Kindle version of this text, but the e-book is exorbitantly high--much more than should be necessary for an e-book format. Maybe if I win the lottery....

3 of 4 people found the following review helpful.
Will be keeping it for my CPT career.
By Logan
Fantastic resource for all things personal training. From how to assess, evaluate, build rapport with clients, handle emotional barriers, and how to effectively prescribe exercise for special populations. What I love about ACSM is that it opens the door to work with a wide array of people. Instead of just the elite athlete, ACSM personal trainers can work with the dad who has packed on "dad weight" over the years, grandma who hasn't been to a gym in decades, big brother who just quit smoking, and the list goes on. The ACSM Resource book gives insight on training programs for all types of clients based off of scientific peer-reviewed research and data. You can't put a price on helping the general population. I especially loved the anatomy and physiology section of the book. I will agree with other reviewers this resource could have easily supplemented my last few years in A and P classes in college. It contains detailed anatomical diagrams, cellular processes, muscular attachments, bones, and the list goes on.

After taking the ACSM-CPT exam just yesterday, and PASSING, I will say that this book was paramount to my education and success on the exam. Each section is nicely broken down, and although the information is wide and dense, it is not impossible to learn. I will absolutely be referring to this book in my CPT career.

4 of 5 people found the following review helpful.
... exactly what was needed for the test and price better then from the ACSM site
By Jeanne Mrzlock
Book was exactly what was needed for the test and price better then from the ACSM site

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Sabtu, 09 Januari 2010

[X135.Ebook] Free PDF Supercade: A Visual History of the Videogame Age 1971-1984, by Van Burnham

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Supercade: A Visual History of the Videogame Age 1971-1984, by Van Burnham

Supercade: A Visual History of the Videogame Age 1971-1984, by Van Burnham



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Supercade: A Visual History of the Videogame Age 1971-1984, by Van Burnham

It was a time when technology was king, status was determined by your high score, and videogames were blitzing the world...From Pong to Pac-Man, Asteroids to Zaxxon -- more than fifty million people around the world have come of age within the electronic flux of videogames, their subconscious forever etched with images projected from arcade and home videogame systems.

From the first interactive blips of electronic light at Brookhaven National Labs and the creation of Spacewar! at the Massachusetts Institute of Technology; to the invention of the TV Game Project and the myriad systems of Magnavox, Atari, Coleco, and Mattel that followed; through the rise of the Golden Age of videogames and forward into the imagination of millions, Supercade is the first book to illustrate and document the history, legacy, and visual language of the videogame phenomenon.

Exuberantly written and illustrated in full color, Supercade pays tribute to the technology, games, and visionaries of one of the most influential periods in the history of computer science -- one that profoundly shaped the modern technological landscape and helped change the way people view entertainment.

Supercade includes contributions from such commentators and particpants as Ralph Baer, Julian Dibbell, Keith Feinstein, Joe Fielder, Lauren Fielder, Justin Hall, Leonard Herman, Steven Johnson, Steven Kent, Nick Montfort, Bob Parks, Carl Steadman, and Tom Vanderbilt.

  • Sales Rank: #478537 in Books
  • Brand: Burnham, Van/ Baer, Ralph H.
  • Published on: 2003-10-24
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.00" h x 1.00" w x 10.00" l, 4.39 pounds
  • Binding: Paperback
  • 448 pages

From Publishers Weekly
The generation now in its 30s pumped innumerable quarters into free-standing video consoles with protruding joysticks, steering wheels, and "fire" buttons the quaint precursors of today's dollar-based sensory overload and sleekly sophisticated home systems. Burnham, an L.A.-based Wired contributing editor and a member of the Video Arcade Preservation Society, lovingly collects screen shots of faves like Space Invaders, Pac-Man and Q*bert, along with early games like Computer Space and Pong, and home games from Atari and Nintendo. The cheeky capsule descriptions of each game from Burnham and others are matched with longer essays from writers like Julian Dibble (My Tiny Life: Crime and Passion in a Virtual World), who writes about the text-based game Adventure, and former Feed editor Steven Johnson (Emergence) on Atari competitor Intellivision. The chronological organization holds the book's disparate games and players together adequately, but readers looking for a straight narrative history should look elsewhere: this is all about memory jogging and rapturous description. Notably, Burnham did the book's text, design and production; the layout is quirky and provocative but not disorienting, and the print quality is excellent. (Nov.) Forecast: While the book can't compete with the actual experience of playing the games, Burnham's time capsule will given as a gift among gamers (not a small subculture), and browsers from its demographic will at least flip through. The MIT imprint could lead to some campus acquisitions, especially for schools with modern media and culture departments.

Copyright 2001 Cahners Business Information, Inc.

From Library Journal
Initially thought to be mere fads, video games have become entrenched in global popular culture. These two books use different approaches to document the phenomenon. Kent, a freelance writer, interviewed video game innovators such as Atari founder Nolan Bushnell and Pac-Man creator Toru Iwatani, among hundreds of others, to provide a definitive history. He includes photos of the major video game players and quotes extensively from his interviewees in an academic but highly readable style. The promised index will be needed to navigate the text, but this remains a fascinating and well-researched account of the games many of us grew up with or have encountered in an arcade.
Copyright 2001 Reed Business Information, Inc.

From Booklist
Remarkably, the first interactive computer game was programmed in 1958 ("Tennis for Two," devised as a way to occupy bored guests to Brookhaven National Laboratory), and the first commercially available hardware able to download games over telephone lines was produced in 1982 (Gameline, a modem marketed for the Atari 2600 game system). These are but two of the many fascinating facts in this lively, colorful history of the golden years of the video game (i.e., the years before the personal computer became the primary medium of the games). The author, a contributing editor to Wired magazine, enlists the help of numerous experts in the field to tell this splashy story in a detailed but userfriendly style. For some readers, this will be a trip down memory lane (Atari, Activision, Pong, Space Invaders, PacMan); for others, an eyeopening story about the quest for video-game supremacy. Either way, it's a winner. David Pitt
Copyright © American Library Association. All rights reserved

Most helpful customer reviews

46 of 59 people found the following review helpful.
Photoshoped Mame Screenshots and some extra
By John IV
I'm 33 and cut my teeth on Firetruck, Space Invaders, Asteroids, and Dkong. Having been involved with the Mame project for 6 years, which attempts to preserve arcade games through emulation, I'm always interested to read new books on this subject. Supercade caught my attention with its gaudy presentation and heft. It's a glossy collection of easily smudged pages with screenshots taken from Mame with rudimentary Photoshop filters applied along with some image skewing, and flyers and cabinets shots also from the collection/emulation community. Most of the screenshots are accompanied by short descriptions that could easily have come verbatim from Mame's history.dat file, originally compiled by Brian Deuel. One could also imagine the author going through Mame32's year folders one by one looking for tasty tidbits to present as one-offs or games not as mass produced as Pac-Man. Steven Kent's books do a better job burrowing into the stories behind these games and I enjoyed his writing style more than this author. All that said it does still have merit in that it nicely lumps all of this together in what could be described as a coffee table style art book. It may provide an accessible entry to the classic gaming genre for the newbie, but the hardcore will already have delved into other more mature offerings on the subject, including Mame itself which this book owes for much of its information.

22 of 27 people found the following review helpful.
No Content, All Fluff
By James R. Marous
I was extremely disappointed with this book. The content of this books consists entirely of video game screen shots taken from PC based emulators and small snippets of information taken from other, better books. There are no notable insights in this book, and the writing is weak and uninspired. There are many notable exceptions in the content of this book, including one of many collectors favorite games, Atari Quantum.
The book holds up fairly well (relatively) on the raster games, but on the true XY games, the emulator screen shots do no justice to the beauty of the real thing. Do not excpect any history lessons on arcade games in general either, there are other, better books for that.
If you want to learn a little about the games you play on your emulator, this may be the book for you, but if you are looking for info on the history of video arcade games, you will not find it here.

6 of 6 people found the following review helpful.
Interesting content, but the book itself is horribly made
By Richard G.
For anyone interested in early videogame history, this is a nice coffee table book to have lying around. It's filled with interesting information and game trivia. Nothing deep, but there are other books for that ("Understanding Video Games" is one that comes to mind). However, what really kills this book is that, unless you plan to have it sitting sexily on some book shelf, it WILL fall apart. The pages and cover are of excellent quality, but the binding appears to be double-sided tape. Open the book up at the middle, and there goes your spine.

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