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Engage the Brain: Games, Grade Two
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Engage the Brain: Games, Grade Two

Book Details

Format Paperback / Softback
ISBN-10 1412959314
ISBN-13 9781412959315
Publisher SAGE Publications Inc
Imprint Corwin Press Inc
Country of Manufacture GB
Country of Publication GB
Publication Date Apr 23rd, 2008
Print length 96 Pages
Weight 294 grams
Dimensions 27.50 x 21.70 x 0.70 cms
Ksh 2,950.00
Manufactured on Demand 0 in stock

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[To be used for imprint and IFC copy]Introducing Corwin Press Classroomùan innovative new imprint offering classroom activities for all grade levels. Derived from highly successful Corwin Press professional resources, Corwin Press Classroom books are full of research-based strategies that make it easy for you to energize and improve learning for all your students!
A Corwin Press Classroom Activity Book

Real learning can be fun with games for the brain!

The Engage the Brain: Games series offers practical activities that energize students, increase brain connections to content, and reinforce learning in a nonthreatening atmosphere.

Derived from tested, research-based strategies found in the bestseller Worksheets Don′t Grow Dendrites, this book provides activities that incorporate games aligned with national academic standards for language arts, math, science, social studies, physical education, art, and music.

You will find brain-friendly activities that can be integrated easily into your lesson plans to inspire enthusiasm and help students achieve. Each game provides learning objectives, a comprehensive materials list, step-by-step guidelines for playing the game, activities for extended learning, and required reproducibles such as game cards, game boards, and scorecards. Discover favorites such as pin the tail on the donkey, tag, charades, and tic-tac-toe applied to second-grade content in games like Cause and Effect Charades, Liquid Tag, and Tic-Tac-Toe Bingo. All games include a focus activity, modeling, guided practice, independent practice, and a closing. Students actively process content as they play existing games, and construct and design a variety of new ones.

Use these engaging activities to supplement your curriculum goals in

  • Cause and effect
  • Antonyms, synonyms, and language
  • Patterns, classification, and symmetry
  • Physical, earth, and life sciences
  • Art, music, physical education, and more!

Watch your students thrive and grow with creative experiences that incorporate movement, teamwork, healthy competition, and interpersonal skills!


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