We All Go Traveling by
Average customer rating: 5 out of 5 stars
  • Fun to Go
  • great for preschool rooms
  • A must-have!
We All Go Traveling by
Sheena Roberts , and Fred Penner
Manufacturer: Barefoot Books
ProductGroup: Book
Binding: Hardcover
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ASIN: 1841481688

Product Description

This rhythmic I-spy journey to school through various landscapes is the perfect introduction to colors, modes of transport, and of course, music! The jaunty text, Siobhan Bell s colorful hand-stitched illustrations and the accompanying Music CD by popular singer Fred Penner are sure to get children singing along happily. The I-Spy theme encourages reader/listener interaction, while the cumulative, repetitive text helps build sequencing skills. We All Go Traveling By is ideal for read-aloud and music and movement activities.

Customer Reviews:

5 out of 5 stars Fun to Go.......2007-01-09

My two-year-old loves this book as well as the music CD that accompanies it. The illustrations are colorful and engaging, and the song (sung by Winnipegger Fred Penner) is catchy and easy to learn. I recently recommended that our preschool purchase a copy.

5 out of 5 stars great for preschool rooms.......2006-02-25

I used this book in my preschool classroom and it became one of our rituals. The children would ask to listen to it each morning and they learned all the words quickly. They also used the book themself and were able to follow along with the words (early literacy standards and one to one correspondence!) it's a great find!

5 out of 5 stars A must-have!.......2005-10-04

This is a wonderful book for children, and a great find for teachers. It has predictable, rhythmic text, a cumulative series of vehicles (always a favorite), fun sounds to make, and neat pictures. The toddlers I work with and the first graders my daughter teaches all love it. The CD with Fred Penner is a real treat, too!
We All Go Traveling By (Sing Along With Fred Penner) (Sing Along With Fred Penner)
Average customer rating: 5 out of 5 stars
  • So much fun
We All Go Traveling By (Sing Along With Fred Penner) (Sing Along With Fred Penner)
Sheena Roberts
Manufacturer: Barefoot Books
ProductGroup: Book
Binding: Paperback

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ASIN: 1841484105

Product Description

This rhythmic I-spy journey to school through various landscapes is the perfect introduction to colors, modes of transport, and of course, music! The jaunty text, Siobhan Bell s colorful hand-stitched illustrations and the accompanying Music CD by popular singer Fred Penner are sure to get children singing along happily. The I-Spy theme encourages reader/listener interaction, while the cumulative, repetitive text helps build sequencing skills. We All Go Traveling By is ideal for read-aloud and music and movement activities.

Customer Reviews:

5 out of 5 stars So much fun.......2007-06-11

This is a great interactive book. I work at a Pre-school for special needs students and we have music every Friday we use this book and the children love it. One of our teachers uses it in her class on a regualr basis. What a fun way to get the children involved and recognizing different vehicles and the sounds they make.
We All Go Traveling By (Barefoot Paperback) (Barefoot Paperback) (Barefoot Paperback)
Average customer rating: Not rated
    We All Go Traveling By (Barefoot Paperback) (Barefoot Paperback) (Barefoot Paperback)
    Sheena Roberts
    Manufacturer: Barefoot Books
    ProductGroup: Book
    Binding: Paperback

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    4. We All Go Traveling By (Sing Along With Fred Penner) (Sing Along With Fred Penner) We All Go Traveling By (Sing Along With Fred Penner) (Sing Along With Fred Penner)
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    ASIN: 1841485950

    Product Description

    This rhythmic I-spy journey to school through various landscapes is the perfect introduction to colors, modes of transport, and of course, music! The jaunty text, Siobhan Bell s colorful hand-stitched illustrations and the accompanying Music CD by popular singer Fred Penner are sure to get children singing along happily. The I-Spy theme encourages reader/listener interaction, while the cumulative, repetitive text helps build sequencing skills. We All Go Traveling By is ideal for read-aloud and music and movement activities.
    We All Go Traveling by
    Average customer rating: Not rated
      We All Go Traveling by
      Sheena Roberts
      Manufacturer: Barefoot Books
      ProductGroup: Book
      Binding: Hardcover

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      ASIN: 1841484113

      Fatal Attractions: The Troubles with Science
      Average customer rating: 3 out of 5 stars
      • The trouble is not with science but with the perception
      Fatal Attractions: The Troubles with Science
      Henry H. Bauer
      Manufacturer: Paraview Press
      ProductGroup: Book
      Binding: Paperback

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      1. Scientific Literacy and the Myth of the Scientific Method Scientific Literacy and the Myth of the Scientific Method

      ASIN: 1931044287

      Book Description

      The modern world has become fatally addicted to science. In the beginning, the natural sciences were simply humankind's storehouse of knowledge about the mechanics of the world. But increasingly, since the late 19th century, science has become a universal role model for how to acquire knowledge. Science-based metaphors pervade our words and thoughts. Science is now our very arbiter of truth, and has even become a surrogate religion. Science now occupies an impossibly demanding cultural role and, inevitably, misconceptions about it are rampant. Therein lies the root of the troubles with science. Curing those troubles requires that we understand what science's manifold faces are and allow each to have only as much influence as it really deserves.

      Customer Reviews:

      3 out of 5 stars The trouble is not with science but with the perception.......2003-02-18

      This is a curious book written by a man who really ought to know what he is talking about. Professor Bauer was first a scientist himself (in electrochemistry), then a college administrator, and most recently the Editor of the Journal of Scientific Exploration. He is also the author of several books, including Scientific Literacy and the Myth of the Scientific Method. He is also an avowed believer in the existence of the Loch Ness monster (he wrote a book on it) and a defender of quasi- or pseudo-scientific ventures from the debunking of people such as those at, e.g., the Skeptical Inquirer.

      Bauer's main thesis here is that scientific knowledge is not absolute, and indeed that scientific knowledge at any given time in history has been wrong. I believe he is correct in this assertion. His extrapolation that scientific knowledge is not entirely accurate today is also something I would not want to argue against. But his understanding of the purpose and goal of science, and his understanding of the method and function of science seems at times a bit Quixotic.

      One of the charges he makes is that the common perception of the scientific method itself is wrong. He delineates this on page 35 as "hypothesize, test, accept-or-reject." I am astonished that he considers THIS the scientific method. (After all, he wrote a book on the subject.) He is leaving out the first two essential steps, namely that of "observation" and "questioning." First a scientist observes. The scientist (or anybody) sees something happening, or sees something of interest, or hears something, or smells something. It could be anything at all. That observation then raises a question in the scientist's mind. The scientist asks why? How did this come about? What caused this? What IS this?

      So we have two steps ignored by Bauer, after which we do have the hypothesis, that is, the idea or theory or guess as to what this is or why it happened, etc. Then comes the testing of the hypothesis, and then the sharing of the results with others, and finally the testing by others for conformation.

      That's the scientific method, and it is really just common sense codified. The reason that it has proven so revolutionary, and has brought about the advanced technology we enjoy today (technology is a result of science) is that it differs fundamentally from the very poor methods that previously held sway in human history, mainly that of following authority and accepting authoritative knowledge without question. By the way, the usual complaint made about the scientific method (and Bauer makes this complaint as well) is that it is not actually how scientists work. Instead of working from observations to a hypothesis, sometimes they have the hypothesis first and then look for ways to support it. True, but humans can be creative; or indeed, the observations might be purely mental, or even subconscious.

      Another misunderstanding implicit in Bauer's book is the idea that scientists think science is working toward some sort of objective truth, or that there are absolute laws of nature that science is incrementally getting closer and closer to unraveling. But what science really does is extend our ability to manipulate the environment to our advantage (or in some cases, to our disadvantage). Science allows us to see further into the past, into the cosmos, into the very small. The idea that science could actually discover the ultimate laws of the universe is really a popular misunderstanding not believed in by most scientists today. In a sense it's a holdover from the "clockwork universe" concept derived from Newtonian mechanics that ended with relativity and quantum mechanics.

      Belief in absolute knowledge or ultimate law is anathema to science, and is instead the stuff of religion. I believe Bauer knows this, but for some reason didn't find it convenient to present that view in this book. I wonder why. I also wonder why he believes in the Loch Ness monster. He mentions Nessie several times in the text, but never gives a hint as to why he would believe in something seemingly so unlikely. Perhaps he is saving that for a revision of his opus on the subject from 1986.

      The really strange thing about this book is that sometimes Professor Bauer indicates that he does understand what science is about, as for example on page 68 he writes, "Scientific theories are very useful, but they are not true." This is exactly right. More saliently, we can add, even if they were "true" how would we know it? We only know what works, what is "useful." Science works and is very useful indeed. In fact, one of the glaring failings of this book is to spend two hundred and thirty-some pages denigrating science without giving the slightest hint of anything better, or indeed of anything nearly as good.

      So what he's done is set up a straw man (a misconception of what science is, its methods, and its presumption) and then shoot it down. This is a familiar tactic usually employed by New Age pundits or postmodernist socialists. It is rare in professors of chemistry.

      Despite all this I think Bauer makes many valid points and serves a public good in drawing our attention to the limitations of science. Clearly science in not in any sense a way of deriving concepts of good and bad or distinguishing right from wrong. Sometimes it is good to be reminded of that.

      The Betta Handbook (Barron's Pet Handbooks)
      Average customer rating: 3.5 out of 5 stars
      • too much useless information
      • Simply the best, as always. Highest recommendation!
      The Betta Handbook (Barron's Pet Handbooks)
      Robert J. Goldstein
      Manufacturer: Barron's Educational Series
      ProductGroup: Book
      Binding: Paperback

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      Pet Supplies (12923371)Pet Supplies (12923371) | Refinements | Home & Garden | Color (color_map) | Flavor (feature_browse-bin) | Food Format (feature_two_browse-bin) | Leash Length (size_browse-bin) | Material (material_browse)
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      5. The Guide to Owning Bettas The Guide to Owning Bettas

      Product Features:
      • Care of Bettas
      • Wide Range of Information

      ASIN: 0764127284

      Product Description

      Handbooks are larger?more pages, more text, more color photos, and more detailed pet-care advice. Bettas, also known as Siamese fighting fish, are tropical Asian varieties having spectacular waving tails and fins. They?re available in a wide range of colors. Here is expert guidance on the care of bettas, plus specific information on the different strains of betta and advice on segregating them from less pugnacious fish.

      Customer Reviews:

      2 out of 5 stars too much useless information.......2006-02-23

      This book has tons of information in it if you are writing a detailed report on the background, history and subtypes of bettas. It has a great deal about wild bettas and types of bettas. It wasn't until over half-way through the book that it actually told me information on keeping the betta splenden as a pet, and then it went back to the history lesson again.
      The information that he provided about food types for Bettas was the most helpful part in the whole book.

      5 out of 5 stars Simply the best, as always. Highest recommendation!.......2006-01-29

      If you can only get 1 book about Bettas this should be it. Dr. Goldstein is an expert and although I do disagree with some of his thoughts on the need to keep Betta variety names to a strict scientific form, I realise his intentions are good as well as valid. His overview of the Betta world is most complete and the many less known "wild" betta species receive excellent coverage in his effort. I do wish it had more photos of the more recent varieties that have been developed such as the Crowntail and Halfmoon but the descriptions are very good and a web directory guides readers to sites which will fill in the gaps. Any of Dr. Goldsteins books are an excellent addition to the Betta or other tropical fish fanciers library. I've been keeping Bettas for more than 40 years now and Dr. Goldstein's books were there every step of the way. This book will most definitely enhance your pleasure in keeping these fascinating little fish!
      The Science of Reading: A Handbook (Blackwell Handbooks of Developmental Psychology)
      Average customer rating: Not rated
        The Science of Reading: A Handbook (Blackwell Handbooks of Developmental Psychology)

        Manufacturer: Blackwell Publishing Limited
        ProductGroup: Book
        Binding: Paperback

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        ASIN: 1405168110

        Book Description

        The Science of Reading brings together state-of-the-art reviews of reading research from leading names in the field, to create a multidisciplinary overview of contemporary knowledge about reading and related skills.The volume is divided into seven sections:Word Recognition Processes in ReadingLearning to Read and SpellReading Comprehension providesReading in Different LanguagesDisorders of Reading and SpellingBiological Bases of ReadingFinally, Teaching Reading

        Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization
        Average customer rating: 4.5 out of 5 stars
        • Good source for beginners
        • Decent introduction to graphics programming.
        • too much contents with little highlight
        • The Best Book in the World!
        • Best Lamothe's book ever
        Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization
        André LaMothe
        Manufacturer: Sams
        ProductGroup: Book
        Binding: Paperback

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        4. AI Techniques for Game Programming (The Premier Press Game Development Series) AI Techniques for Game Programming (The Premier Press Game Development Series)
        5. Programming a Multiplayer FPS in DirectX (Game Development Series) Programming a Multiplayer FPS in DirectX (Game Development Series)

        ASIN: 0672318350

        Amazon.com

        To be an ordinary programmer is one thing: You need only learn how to interact with the computer on its own terms, creating buttons and combo boxes that have no significance away from the screen. To be a game programmer--particularly one that writes games with environments that appear three-dimensional to their players--is something else entirely. Such work requires that the flat screen simulate the real world, complete with light, shading, texture, gravity, and momentum. It's all quite complicated. Tricks of the 3D Game Programming Gurus helps its readers make great progress in creating 3D worlds and the action that goes on in them.

        That this large, dense book manages to explain how to design and implement a 3D game while neither glossing over too many details nor swamping the reader with trivia is a credit to author André LaMothe. He opens by showing (and explaining) the C++ source code of a simple but full-fledged 3D spaceflight shooter game--a real boost to the reader's confidence. From there, he explains the complicated geometric concepts and mathematics that underlie realistic games (always with an eye toward software algorithms) and shows how to use the many APIs and libraries (including Microsoft DirectX 9.0) that make the world-builder's job easier. Make no mistake: Designing and building convincing games with 3D visuals and behaviors that convincingly approximate real-world physics is hard work. In this book, LaMothe helps you get it done and enjoy the process. --David Wall

        Topics covered: How to design and build 3D worlds and the goings-on within them. Aside from mathematics and geometry, this book focuses on wireframe models, shading, rendering, and animation. Microsoft DirectX 9.0 gets special attention.

        Book Description

        Today is the greatest time in history to be in the game business. We now have the technology to create games that look real! Sony's Playstation II, XBOX, and Game Cube are cool! But, all this technology isn't easy or trivial to understand - it takes really hard work and lots of Red Bull. The difficulty level of game programming has definitely been cranked up these days in relation to the skill set needed to make games. Andre LaMothe's follow-up book to Tricks of the Windows Game Programming Gurus is the one to read for the latest in 3D game programming. When readers are finished with Tricks of the 3D Game Programming Gurus-Advanced 3D Graphics and Rasterization, they will be able to create a full 3D texture-mapped, lit video game for the PC with a software rasterizer they can write themselves. Moreover, they will understand the underlying principles of 3D graphics and be able to better understand and utilize 3D hardware today and in the future.

        Customer Reviews:

        5 out of 5 stars Good source for beginners.......2007-09-27

        This book provides excellent information for anyone who is looking to understand 3D game programming built from the ground up. It does not focus on coding styles and practices. Instead, it takes the reader step-by-step through the process of creating a 3D game engine and explains the mathematics and optimization techniques behind each system. If you've ever wondered how to make a 3D game from scratch, this book will teach you. Note that this book expands on code from LaMothe's "Tricks of the Windows Game Programming Gurus", which covers similar material in 2D.

        3 out of 5 stars Decent introduction to graphics programming........2006-11-14

        Andre' LaMothe is a pretty big name in the game-development education market. I feel, however, this is mostly due to the fact that his stuff allows "cook-book" programmers to just rip the code right out of the book and use it for their own purposes, rather than just lay out the theory and allow the programmer to do what he or she is supposed to be doing: programming their engine and solving problems.

        It begins with a pretty fair introduction to REALLY basic mathematics (high-school pre-calculus level stuff), and then follows it with a section on how to build a math library. The problem with sticking in a math section such as this into a book, is that there are really no supplementary problems for the reader to figure out on her/his own. It just lays out the tools without giving the reader a chance to use them on their own (later in the book he shows how to use the math to derive things, but, again, the reader isn't using his/her mind much...just being handed the algorithms on a $40 platter).

        Then, the book goes into 3D concepts, describes various graphics algorithms, shows implementations, and then eventually, by the end of the book, LaMothe has written a cheap, Quake-style renderer which the user can then, presumably, use to build a game on top of. Or the more interested reader can even try to learn how everything is put together from the source. There's one problem here:

        If you're looking to learn from example, then this book isn't a very good one. John Carmack has released his sources for Quake, Quake 2, and Quake 3, and are truly professional game engines (the best in the industry, according to some). If you're not willing to solve problems yourself and want to study somebody else's work, then just go download the Quake sources...they're free.

        I probably sound overly harsh on this book, but perhaps it's due to the fact that I'm the kind of person who likes to be given theory (even sometimes I'll figure it out on my own) and be left to come up with my own, personalized code. Now, this book allows for that, but it does spend a good deal of pages on implementation, flat jokes, and massive code-dumps.

        Speaking of flat-jokes, LaMothe's writing style seems rather bloated with unnecessary colloquialism. It takes quite a few paragraphs to wade through his egotism and "cool" talk before you get to the meat.

        In short: If you're a newbie game developer and want a "quick-and-easy" introduction to software rendering (everybody should start with a sw renderer -- or at least understanding 3D graphics theory), then by all means, buy this book. It's useful.

        However, if math is one of your best friends, and you like solving problems on your own and implementing things your way, then I suggest just buying a 3D graphics textbook (Alan Watt's is nice) and writing your own real-time software renderer (or even a realistic ray-tracer).

        2 out of 5 stars too much contents with little highlight.......2006-04-17

        writer talk about too much basic knowledges which are used for 3d game programming , but most of them like knowledge of math and windows programming we can find in other books even in the course we studied long long ago.
        wish writer take the 3d as the point and talk more about the newest technolegies arised this years.

        5 out of 5 stars The Best Book in the World!.......2005-11-23

        Okay, maybe not the best book in the world. But it does do exactly what it says it is going to do, plus Andre Lamothe both knows what he is talking about, and presents all of the information in a logical and easy to understand way. A must have for all learning game programmers. After you read this book (which takes awhile) everything that you would need to know to write a full fledged 3d game is in your head. Long yes, but that is because the collosal amount of information in it. The CD contains source code for everything in the book. So not just do you have an explanation, but you have samples to play around with and learn from. Great book! But I would advise first reading his first book in the series, Tricks of the Windows Game Programming Gurus, and then just skip the first three chapters of the 3D game programing, that way you get the whole deal. I have read both books and have made several games using his information.

        5 out of 5 stars Best Lamothe's book ever.......2005-10-01

        This book rocks for sure, anyway, i've to warn about some odd things that may bother you as they bothered me.
        I think 70% of the printed-code isn't useful at all, some snippets would be good enough to express the concept, for more code there is the companion CD but, anyway, you can always skip those code-filled pages on your own.
        Explanations are really well organized, but you need a solid background in order to follow the book completely, some concepts need experiments on-your-own rather than running-a-demo: for example, the "Perfect Perspective Correct" algorithm is well explained, but the demos "as is" doesn't give you the chance to see the really perfect mapping at all: just move close to the objects and you'll see bad textured polygons here and there, BUT those are demos, not full-games.

        There are some math errors here and there but the most hard-to-find one is surely about this texture mapping stuff: you can crash the demos too while getting close to some of the objects with perfect texture mapping activated and this is due to wrong FIXED_POINT math used for making it running faster: if you already own the book, at page 1230 (fig. 12.22) you are going to line up the fixed points, this is correct, however shifting this way you are losing precision on the leftmost bits causing math overflows and wrong calculations (from a 10.22 to a 4.28 you are throwing away "pag. 1228, paragraph 1"'s efforts ;).
        And note, there is NO 4.22 fixed-point format, Zi is a 4.28 one, fig. 12.22 is correct but pag. 1228/1229 states wrong, while pag. 1230 states at the last paragraph is correct again.

        Personally, i think even these errors alone (chapter 12) would worth an errata, because some new-comers couldn't figure out what's wrong, but let me say this book is the most complete work i've ever seen on software rasterization: if you are serious about 3d graphics, buy it!

        Books:

        1. Wicked Messenger: Bob Dylan And the 1960s
        2. Yes Yes Y'All: The Experience Music Project Oral History of Hip-Hop's First Decade
        3. Younger Than That Now: The Collected Interviews with Bob Dylan
        4. 100 Tips For Guitar You Should Have Been Told (includes CD)
        5. 1000 Record Covers (Taschen 25)
        6. 1791: Mozart's Last Year
        7. A Year With Swollen Appendices: The Diary of Brian Eno
        8. All Music Guide to Soul: The Definitive Guide to R&B and Soul
        9. And It Don't Stop: The Best American Hip-Hop Journalism of the Last 25 Years
        10. Arlen Roth's Masters of the Telecaster

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