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  2. Librarians Consider These the Best Children's Books of All Time

    www.aol.com/50-books-kids-read-194500484.html

    Board books, picture books, novels, chapter books — and even a cookbook and experiment-filled science book — made the list. One more thing: Since kids like to imitate adults, make sure they ...

  3. Interactive children's book - Wikipedia

    en.wikipedia.org/wiki/Interactive_children's_book

    The Leap Pad makes regular books interactive by enabling children to hear a word aloud, have the story read to them, have words and sounds spelled for them, play interactive learning games on many pages and more, simply by touching the included digital “pen” to different places on the page. [13]

  4. 55 million books in 20 years: Governor's Early Literacy ... - AOL

    www.aol.com/55-million-books-20-years-160229172.html

    4.4 million books placed in homes of more than 739,000 families with children in grades K-3 470,000 children being served ages birth through third grade 49 book buses deployed to schools across ...

  5. Childcraft - Wikipedia

    en.wikipedia.org/wiki/Childcraft

    The Childcraft series was originally created in 1934 by W. F. Quarrie & Company, then publishers of the World Book encyclopedia. The series' title was Childcraft – The How and Why Library. Childcraft was created as a sort of encyclopedia for young children. With simple texts and illustrations, the volumes were designed to make learning fun.

  6. Beginner Books - Wikipedia

    en.wikipedia.org/wiki/Beginner_Books

    Beginner Books is the Random House imprint for young children ages 3–9, co-founded by Phyllis Cerf with Ted Geisel, more often known as Dr. Seuss, and his wife Helen Palmer Geisel. Their first book was Dr. Seuss's The Cat in the Hat (1957), whose title character appears in the brand's logo.

  7. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Games alone will not make schools more efficient, cannot replace teachers or serve as an educational resource that can reach an infinite number of students. The extent of the roles games will play in learning remains to be seen. More research in this area is needed to determine impact of games and learning.

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