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1000 tulosta hakusanalla Simmonds Peter Lund
In this book, Simmons argues that class, as much as race and gender, played a significant role in the development of Gothic and Horror fiction in a national context. From the classic texts of Edgar Allen Poe and Nathaniel Hawthorne right through to contemporary examples, such as the novels of Stephen King and Stephenie Meyer’s Twilight Series, class remains an ever present though understudied element. This study will appeal to scholars of American Studies, English literature, Media and Cultural Studies interested in class representations in the horror genre from the nineteenth century to the present day.
This book provides an overview of mathematics teaching at secondary level and links established mathematics content to recent curriculum developments in mathematics teaching in England, Wales and Scotland. Its main purpose is to instigate and complement good mathematics teaching practice in the classroom. It considers different approaches to teaching, e.g: discussions with pupils, problem solving and mathematical investigation, and uses diagrams to augment and develop mathematical thinking. It also aims to offer practical, sensible and coherent advice on the teaching of mathematics. It is aimed at trainee secondary mathematics teachers. It is suitable for any pre-service training course for mathematics teachers and any pre-service training course but particularly those in sciences.
The Value of Drawing Instruction in the Visual Arts and Across Curricula
Seymour Simmons III
Routledge
2021
sidottu
By applying philosophical and historical perspectives to drawing instruction, this volume demonstrates how diverse teaching methods contribute to cognitive and holistic development applicable within and beyond the visual arts.Offering a new perspective on the art and science of drawing, this text reveals the often-unrecognized benefits that drawing can have on the human mind, and thus argues for the importance of drawing instruction despite, and even due to contemporary digitalization. Given the predominance of visual information and digital media, visual thinking in and through drawing may be an essential skill for the future. As such, the book counters recent declines in drawing instruction to propose five Paradigms for teaching drawing – as design, as seeing, as experience and experiment, as expression, and as a visual language – with exemplary curricula for pre-K12 art and general education, pre-professional programs across the visual arts, and continuing education. With the aid of instructional examples, this volume dispels the misconception of drawing as a talent reserved for the artistically gifted and posits it as a teachable skill that can be learned by all.This text will be of primary interest to researchers, scholars, and doctoral students with interests in drawing theory and practice, cognition in the arts, positive psychology, creativity theory, as well as the philosophy and history of arts education. Aligning with contemporary trends such as Design Thinking, STEAM, and Graphicacy, the text will also have appeal to visual arts educators at all levels, and other educators involved in arts integration.
Saint and Cynic, a Psychological Romance.
Albert Simmons
British Library, Historical Print Editions
2011
pokkari
"Simmons writes like a hot-rodding angel." -Stephen King An evil legacy comes to life in this classic and ultimately human novel about believable vampires, featuring a brand-new introduction by Dan Simmons. Children of the Night will take you to a place that no one knows--yet all of us fear.In a desolate orphanage in post-Communist Romania, a desperately ill infant is given the wrong blood transfusion--and flourishes rather than dies. For immunologist Kate Neuman, the infant's immune system may hold the key to cure cancer and AIDS. Kate adopts the baby and takes him home to the States. But baby Joshua holds a link to an ancient clan and their legendary leader--Vlad Tsepes, the original Dracula - whose agents kidnap the child. Against impossible odds and vicious enemies- both human and vampire - Kate and her ally, Father Mike O'Rourke, steal into Romania to get her baby back. "A mesmerizing tour through the ghostly, gray tatters of Romania." -Publishers Weekly
Kristen Simmons, the author of the Article 5 series and Metaltown, brings her remarkable imagination to this intrigue-filled contemporary drama where good kids are needed to do some very bad things in The Deceivers. An Anthony Award Nominee for Best Young Adult Novel Welcome to Vale Hall, the school for aspiring con artists. When Brynn Hilder is recruited to Vale, it seems like the elite academy is her chance to start over, away from her mom's loser boyfriend and her rundown neighborhood. But she soon learns that Vale chooses students not so much for their scholastic talent as for their extracurricular activities, such as her time spent conning rich North Shore kids out of their extravagant allowances. At first, Brynn jumps at the chance to help the school in its mission to rid the city of corrupt officials--because what could be better than giving entitled jerks what they deserve? But that's before she meets her mark--a senator's son--and before she discovers the school's headmaster has secrets he'll stop at nothing to protect. As the lines between right and wrong blur, Brynn begins to realize she's in way over head.
The series that began with The Deceivers continues in Scammed, the second twist-filled installment from Kristen Simmons, author of Article 5 and The Glass Arrow. The stakes are higher. The cons are riskier. And nothing is what you think it is. Brynn Hilder is living a life she never dreamed possible: She lives in a mansion, getting a top-rate education at Vale Hall. She has friends and an almost-boyfriend. Anything she wants, she can have. The only catch? To stay in this life, she has to help the director of Vale Hall take down the bad guys of Sikawa City by collecting secrets and running cons. Getting everything she wants and fighting evil doesn't seem like such a bad deal. The thing is, she's not so convinced anymore that Dr. Odin is really going after bad people after all. And the friends and almost-boyfriend that have made her life so different are all liars and con artists--so can she trust that any of it is real?
The series that began with The Deceivers continues in Scammed, the second twist-filled installment from Kristen Simmons, author of Article 5 and The Glass Arrow. The stakes are higher. The cons are riskier. And nothing is what you think it is. Brynn Hilder is living a life she never dreamed possible: She lives in a mansion, getting a top-rate education at Vale Hall. She has friends and an almost-boyfriend. Anything she wants, she can have. The only catch? To stay in this life, she has to help the director of Vale Hall take down the bad guys of Sikawa City by collecting secrets and running cons. Getting everything she wants and fighting evil doesn't seem like such a bad deal. The thing is, she's not so convinced anymore that Dr. Odin is really going after bad people after all. And the friends and almost-boyfriend that have made her life so different are all liars and con artists--so can she trust that any of it is real?
The unpredictable truth will be revealed in Payback, the stunning conclusion to Kristen Simmons' Edgar-nominated thriller series that started with The Deceivers... Brynn Hilder has conned a lot of people. From the spoiled rich kids of Sikawa City to her mom's loser ex-boyfriend, from a motorcycle gang to a senator's son. If there was money to be gained, or a secret to uncover, she figured out how to get it done. And thanks to Vale Hall and its director, Dr. David Odin, she's found a family of hustlers just like her. Together, Brynn and her friends have overcome doubt, deceit, and betrayal to unearth the truth--a truth even a group of professional scammers couldn't have predicted. And now they must tackle the biggest con artist of them all: the man who brought them all together.
Long Train Runnin': Our Story of the Doobie Brothers
Pat Simmons; Tom Johnston
St. Martin's Griffin
2023
nidottu
For the first time, the incredible true story of the legendary band, the Doobie Brothers, written by founding members Pat Simmons and Tom Johnston.Only a very few rock bands have had the longevity, success, and drama of the Doobie Brothers. Born out of late 1960s NorCal, and led by Pat Simmons and Tom Johnston, they stood alongside their contemporaries the Grateful Dead, the Allman Brothers, and many others as an iconic American rock band. The train was rolling along, hits were flowing like wine, and arenas were packed with fans who wanted to see them live...then Tom Johnston, the band's front man and lead guitarist, became ill and had to leave. The Doobies' train came to a screeching halt. All of a sudden the band started contemplating the end of the road only seven years into their career, just as things were taking off. But Pat Simmons made sure they were far from the end and began the process of keeping the band together through most of the next decade. A soul-steeped backup singer for Steely Dan named Michael McDonald took a shot at singing some of the Doobies' songs on tour, and just like that a new chapter in the Doobie Brothers' story began. The band expanded their sound and had even more hits with their new front addition. Tom recovered from his health issues, but the band had moved on. When it came time for a reunion concert in the '80s, Tom got the call and was back in the mix. Led once again by Pat and Tom, the Doobie Brothers have been touring ever since and maintain a massive fan base the world over. Never before have Pat and Tom shared their story, in their own words. In Long Train Runnin' they'll change that.
Four years ago, five kids started a game. Not all of them survived. Now, at the end of their senior year of high school, the survivors - Owen, Madeline, Emerson, and Dax - have reunited for one strange and terrible reason: they’ve been summoned by the ghost of Ian, the friend they left for dead. Together they return to the place where their friendship ended with one goal: find Ian and bring him home. So they restart the deadly game they never finished - an innocent card-matching challenge called Meido. A game without instructions. As soon as they begin, they're dragged out of their reality and into an eerie hell scape of Japanese underworlds, more horrifying than even the darkest folktales that Owen's grandmother told him. There, they meet Shinigami, an old wise woman who explains the rules: They have one night to complete seven challenges or they'll all be stuck in this world forever. Once inseparable, the survivors now can’t stand each other, but the challenges demand they work together, think quickly, and make sacrifices - blood, clothes, secrets, memories, and worse. And once again, not everyone will make it out alive.
Four years ago, five kids started a game. Not all of them survived. Now, at the end of their senior year of high school, the survivors - Owen, Madeline, Emerson, and Dax - have reunited for one strange and terrible reason: they’ve been summoned by the ghost of Ian, the friend they left for dead. Together they return to the place where their friendship ended with one goal: find Ian and bring him home. So they restart the deadly game they never finished - an innocent card-matching challenge called Meido. A game without instructions. As soon as they begin, they're dragged out of their reality and into an eerie hellscape of Japanese underworlds, more horrifying than even the darkest folktales that Owen's grandmother told him. There, they meet Shinigami, an old wise woman who explains the rules: They have one night to complete seven challenges or they'll all be stuck in this world forever. Once inseparable, the survivors now can’t stand each other, but the challenges demand they work together, think quickly, and make sacrifices - blood, clothes, secrets, memories, and worse. And once again, not everyone will make it out alive.
It’s been one month since the hellish game of Meido ended, and Owen, Maddy, and Emerson are still reeling over the trials they endured there. With Empress Izanami destroyed, and the gate to the world of the dead closed, they take solace in the fact that they rescued Ian from that nightmare. There’s just one problem - Ian didn’t come home alone. While Maddy chases a lead to find their yokai friend, and Emerson is haunted by a new, deadly creature, Owen is forced to face the empress - now possessing Ian's body - by himself. She tells Owen that the only way to free Ian is to find the artifacts - three sacred objects - which have been hidden across the realms of Hell, Heaven, and Earth. Unwilling to leave Ian behind, Owen dives into a new deadly game, but even when he’s joined by Maddy and Emerson, the challenges prove impossible. If they don’t solve each terrifying task and get the artifacts by the time the giant’s eye closes, Ian will be lost forever, but if they do, it's the end of the world as they know it. There’s only one person who can help, but Dax hasn’t been human in a long time, and he’s got some serious yokai problems of his own.
The finale to Kristen Simmons's masterful horror duology that's "Jumanji but Japanese-inspired" (Kendare Blake) about estranged friends playing a deadly game in a nightmarish folkloric underworld. "Twists, turns, and genuine palpable emotion." --David Levithan - "Haunting and unforgettable." --Melissa de la Cruz - "A nightmare I didn't want to end." --Terry J. Benton-Walker - "Absorbing." --C. L. Herman - "Bone-chilling." --Lauren Shippen - "Heart-pounding." --Margaret Rogerson - "Twisted." --Lish McBride - "Won't let me sleep " --Chelsea Mueller - "Full of surprises." --C. J. Redwine - "Intense." --Kendare Blake "Death is not an ending, it's simply the next chapter. Do not be afraid to turn the page...." It's been one month since Ian's reunited friends escaped the hellish game of Meido and saved him. The survivors may have sealed the gate to the world of the dead shut and destroyed Empress Izanami, but that doesn't mean they aren't still reeling over the challenges they endured. Trying to relax back in the world of the living, they take solace in the fact that they rescued Ian from the nightmare that tried to steal him away. But there's just one problem--Ian didn't come home alone. The empress--now possessing Ian's heart--hitched a ride into their world and the only way to free Ian from her grasp is to find three artifacts for her, sacred objects which have been hidden across many realms. Unwilling to leave Ian behind a second time, his friends dive into a new deadly game, with terrifying challenges that not only test their mettle, but demand sacrifices--including their very lives. If they don't retrieve the empress's artifacts, Ian will be lost forever, but if they do, it could be the end of their world as they know it.