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211 result(s) for "Potter, Ellen"
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The Humming Room
Twelve-year-old orphan Roo Fanshaw is sent to live with an uncle she never knew in a largely uninhabited mansion on Cough Rock Island and discovers a wild river boy, an invalid cousin, and the mysteries of a hidden garden.
An Exploratory Look at the Relationships Among Math Skills, Motivational Factors and Activity Choice
This study of a preschool classroom of 4 year old children examines underlying skills of number sense such as counting and spatial skills and Spontaneous Focusing on Numerosity. It also investigates children’s patterns of engaging in spontaneous mathematical activities in free-play activity centers in relation to behaviors associated with classroom achievement such as attention/persistence, self-regulation, perceived math ability, and motivation. A mixed method design with structured empirical measures and naturalistic observations was used. Several data sources were analyzed, including videotaped interviews, systematic observational data, and teacher ratings. Findings indicate that children who spontaneously focus on numerosity are advanced in their counting skills. Teacher rating of motivation and interest is also correlated with counting skills and spatial skills. Teacher rating of persistence is correlated with counting skills and child self-reports of persistence in math correlated with spatial skills. Variability existed in free play activity time, with social or dramatic play the only activity observed for all children. The major math activities chosen were those involving block construction and some computer games. It was noted that students less skilled in math tended to choose less cognitively challenging activities involving small motor tasks rather than more cognitively challenging activities. Using a Vygotskian socio-cultural lens, several suggestions are made about how verbal interactions with teachers and other adults may contribute to children’s cognitive competence in math.
Slob
Picked on, overweight genius Owen tries to invent a television that can see the past to find out what happened the day his parents were killed.
HabITec: A Sociotechnical Space for Promoting the Application of Technology to Rehabilitation
Society is currently facing unprecedented technological advances that simultaneously create opportunities and risks. Technology has the potential to revolutionize rehabilitation and redefine the way we think about disability. As more advanced technology becomes available, impairments and the environmental barriers that engender disability can be significantly mitigated. The opportunity to apply technology to rehabilitation following serious injuries or illnesses is becoming more evident. However, the translation of these innovations into practice remains limited and often inequitable. This situation is exacerbated by the fact that not all relevant parties are involved in the decision-making process. Our solution was to create a sociotechnical system, known as HabITec, where people with disabilities, practitioners, funders, researchers, designers and developers can work together and co-create new solutions. Sociotechnical thinking is collaborative, interdisciplinary, adaptive, problem-solving and focused on a shared set of goals. By applying a sociotechnical approach to the healthcare sector, we aimed to minimize the lag in translating new technologies into rehabilitation practice. This collaborative co-design process supports innovation and ensures that technological solutions are practical and meaningful, ethical, sustainable and contextualized. In this conceptual paper, we presented the HabITec model along with the empirical evidence and theories on which it has been built.
Pish Posh
Eleven-year-old Clara Frankofile sits in her parents' elegant New York City restaurant, Pish Posh, and passes judgement on each customer as a Somebody or a Nobody, but her all-seeing eyes fail to observe the mysterious events occurring right under her nose.
Profiles and Perspectives: Spilling Ink: Writing in the Play Zone
Anne Mazer and Ellen Potter, authors of SPILLING INK: A YOUNG WRITER'S HANDBOOK, discuss techniques that can help teachers more fully engage students in creative writing. Â Mazer explores young writers’ fear of making mistakes and straying from mainstream writing rules. She suggests that removing expectations from the writing process and allowing students to follow their own natural bents will help them to gain confidence in their writing. Potter discusses ways to work with children’s natural instinctive playfulness in order to keep them connected to the writing process. She also suggests various writing exercises, including writing in different venues and collaborative writing. The authors conclude by stating their conviction that when students experience the joy of writing, they then become receptive to tackling the more difficult aspects of the craft.
The Kneebone boy
Otto, Lucia, and Max Hardscrabble, whose mother has been missing for many years, have unexpected and illuminating adventures in the village of Snoring-by-the-Sea after their father, who paints portraits of deposed monarchs, goes away on a business trip.
Spilling Ink: Writing in the Play Zone
Permission Givers When young people read the finished version of a book they admire, they often see the writer as allknowing, confident, masterly in her storytelling skills. Write a story entirely composed of untruths. Or do something unexpected to shake things up. First and most important, young writers need to learn to trust their own instincts. Following animal tracks in the woods, visiting a shoe store and developing a character around a pair of shoes, going on a geocaching expedition, or simply holding the writing exercise in the school hallway are all slump-slayers. [...] there's always the dog park . . . .
Otis Dooda : strange but true
Everyday, nine-year-old Otis Dooda confronts a series of zany changes when his father's new job prompts the family's move to a New York City apartment, where Otis is cursed by a guy in a potted plant in their apartment building lobby and has to team up with a new friend and a gassy miniature horse to break the curse.