Monthly Archives: December 2011

Закончи Анекдот

Ответы Внизу

1.

Mother: Come on John you have to get out of bed or you’ll be late for school.
John: Ahh mum do I have to, all the teachers hate me, and all the students hate me too.
Mother: Yes you do.
John: Give me a good reason
Mother: …………………………….

2.

 Tim: Miss would you yell at me for doing something i didn’t do? 
Teacher: No. 
Tim: ……………………………………..

 

Ответы

1. You’re 44 and your the Principal!

2. Good, because I didn’t do my homework!

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Characters

Protagonist: main character around whom most of the work revolves.

Antagonist: against protagonist. This is often the villain, but could be a force of nature, set of circumstances, animal, etc.

Major: These are the main characters. They dominate the story. Often there are only one or two majors characters.

Minor: These are the characters who help tell the major character’s tale by letting major characters interact and reveal their personalities.

Dynamic: (changing)

Static (unchanging)

Stereotypical (stock). Absent minded prof, jolly fat person, clueless blonde…etc.

Foil: These are the people whose job is to contrast with the major character. He either can be the opposite of the major character, so the major’s virtues and strengths are more visible. Or the foil can be like the major character, with light versions of the major virtues and strengths so that the major comes off even stronger.

Round: Character has more than one facet to their personality. This is a hardcore gamer but he does other things too. These experience growth and change by the end of the story. Ex from being meek and submissive to being strong and liberated. Does the character grow in a story?

Flat: This is the character who is only viewed through one side. This is a hardcore gamer, this is all there is about that character. Does not experience any growth or change. Usually comic villains.

Anti Hero:
Tragic Hero:
Romantic Hero:
 
Ethics: Just or Unjust choices
 
Wise or unwise actions. Does he make poor decisions that reflect something inside inner state. State pros and cons of each character’s internal thoughts and external actions

Character’s motivation. Why character is acting or thinking in a particular way. Has author given you any clues about the character’s past?

What are the effects of the character’s behavior on other characters.

Look for repeatedly used words that describe character. They give insight on psychology and motivations.

Be aware of items and objects associated with the character, they say something about their state of mind. Example, delicate unicorn is symbolic of Laura’s own sense of hope and fragility.

Read between lines. Often what character does not say is as important  as what he or she does say.

Consider historical time period. Refrain from making modern judgements about the past. Put the character’s actions and thoughts in context of their time. A female livng in 18th century cannot make choices that we can make today.

What does the author think. Look for any of the author’s own judgments about the characters he or she created. The author may be leading you towards an intended interpretation.

Challenge, conflict: Every main character is challenged in some way. One way of looking at this challenge is to see it as a situation in which a character’s abilities and experience are insufficient to solve the problem at hand. It is by engaging in these challenges, overcoming some, succumbing to others, that characters develop; they change as a result of what happens to them as they try to solve their problems and reach their goals. And it is this change, or set of changes, that often holds the key to unlocking a story’s meaning
 
Physical. What does the character look like? How do the character’s physical attributes play a role in the story? How does the character feel about his or her physical attributes? How does the character change physically during the story? How do these changes affect the character’s experience
 

Emotional. How does this character feel most of the time? How do his or her feelings change throughout the story? How does this character feel about himself or herself? When faced with challenges in the story, what emotions come up for this character

 
Intellectual. How would you describe this character’s intelligence? What does this character know? How does this character’s intellect compare to others in the story? Is this character smart enough to thrive in the world in which he or she lives? What does this character learn as the story develops
 
Social. How does this character get along with other characters in the story? Who does this character choose for friends and why does this character choose them? Where does this character stand in the social order? How does this character’s social standing affect events in the story
 
Philosophical. What does this character believe about the way life is? What are these beliefs based on? How do these beliefs affect the choices this character makes? How do those beliefs change throughout the story? Do others in the story share these beliefs
 
Moral: Ultimately, the big question I hope you think about is this: What can we learn from this character about how to live in the world? Reading a story is, after all, like watching an experiment. Given a set of characters and circumstances, we sit back and watch the results unfold. The greatest value in fiction, it seems to me, lies in what we can learn about our own lives when we take time to analyze someone else’s — even if that someone else is just a character in a story
 
How is this character is relevant to the reader?
How does he/she contribute to the story as a whole?
 
Simple Characters: May be stereotypes of a single characteristic: usually play major roles only in bad fiction. May be one-sided characters who do not represent universal types, predictible characters. Simple characters are often used to fulfill minor roles in the novel.
 
Complex Characters: These are more difficult to achieve. More lifelike than simple characters. Capable of surprising us. Gradations of complexity may exist. Character should be unified; should not act “out of character”. Consistency and believability are important.
 
Methods of character portrayal:
Discursive method: narrator tells their qualities. Disadvantage: it discourages reader’s use of imagination. Advantage, saves time.
Dramatic method: author allows characters to reveal themselves by how they act and speak. Advantage, characters are more lifelike, involves reader’s participation. Disadvantage, takes mre time and allows for possibility of misjudging characters.
Characters talk about other characters, information is not necesserily reliable.
Mixing methods: most common and the most effective.
 
 
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Movies for all ages

Документальный Фильм – Хребет России – Парфенов

Documentary Movie – The Case for Creator – Lee Strobel  

Movie – The Encounter

Художественный Фильм – Михайло Ломоносов – Мосфильм 1986

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Video 0 to 3 years

Videos

Nature

Learning

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Apples to Apples Кинофильмы

 1. Сделайте карточки 3 на 6 см и напишите на них цитаты из фильмов.

2. Сделайте второй тип карточек 10 на 15 см и напечатайте на них картинки. Это могут быть фото, комиксы без реплик, репродукции картин.

Как играть.

1. Карточки с цитатами поровну делятся по игрокам. Карточки  перед игроками повернуты так что бы те не видели что на них написано.

2. Ведущий кладет на середину лицом вверх картинку фото или репродукцию.

3. Каждый игрок выдвигает одну карточку не смотря что там написано.

4. Ведущий дает команду перевертнуть карточки с цитатами. Игроки по очереди читают их вслух.

5. Ведущий выбирает игрока с самым смешным или подходящим коментарием, тот выигрывает и забирает себе картинку. Он же становится ведущим на следущий раунд.

6. Игра заканчивается когда все картинки заканчиваются. Побеждает тот кто набрал больше всего картинок.

Внизу приведены примеры цитат и картинок.

— Наши люди в булочную на такси не ездят!

 — Товарищ, там человек говорит, что он — инопланетянин. Надо что-то делать… — Сеня, по-быстрому объясни товарищу, почему Володька сбрил усы.

 Я дежурный инженер по борьбе с клиентами

 Ты не дрыгайся! Показывай свою гравицаппу. Если фирменная вещь — возьмём!

 Бывает, проснешься как птица,
Крылатой пружиной на взводе.
И хочется жить и трудиться,
Но, к завтраку, это проходит

  Скрипач, вместо того, чтобы все время думать, что ты первый грузинский космонавт, и что тебе Нобелевскую премию дадут, верни ложку, которую ты у нищих артистов украл.

 Уэф, ты когда-нибудь видел, чтобы такой маленький пацак был таким меркантильным кю?

 — Оставь меня, старушка, я в печали…

 — Нон, найн, нихт, нет, ни в коем случае. Руссо туристо! Облико морале! Ферштейн?

 — Я не знаю, как там в Лондоне — я не была… Может, там собака — друг человека. А у нас управдом — друг человека!

 Цигель цигель ай люлю

 Между прочим, в соседнем районе жених украл… члена партии!Кавказская пленница

— Георгий Иванович, он же Гога, он же Гоша, он же Юрий, он же Гора, он же Жора, здесь проживает? 

 — Корнет, вы женщина?

 — Понимаете, каждый год 31 декабря мы с друзьями ходим в баню. Это у нас такая традиция…

— Цель приезда?
— Этнографическая экспедиция.
— Понятно. Нефть ищете? 

 Я понял, в чем ваша беда. Вы слишком серьезны. Все глупости на земле делаются именно с этим выражением лица… Улыбайтесь, господа… Улыбайтесь…

 — И даже после этого я не Ипполит!

 Каждая проходящая минута — это еще один шанс все изменить

 А это Шура — симпатичная, но, к сожалению, активная. Когда-то её выдвинули на общественную работу и с тех пор никак не могут задвинуть обратно.

 Она в принципе не знает, что на свете бывают дети. Она уверена, что они появляются на свет взрослыми, согласно штатному расписанию, с должностью и окладом.

 — Она не женщина, она директор.

 Гюльчатай, открой личико!

 — Чем угощаете, голубчики?
 — Извините, Ваше сиятельство, опять икрой.
 — Опять?! Безобразие!

 — Вы не женщина, вы тетрадь в клеточку!  Садитесь, пожалуйста. Спасибо, я пешком постою…

 Работаем, страус, работаем!

 Хэллоу. Общежитие слушает.

 Мы, бояре, народ работащий. такая уж наша боярская доля

 Гена, тебе очень тяжело? Давай я понесу чемоданы, а ты понесешь меня

 Знатный зверюга!.. Мех! Сало! Шкварок нажарю!

Усы, лапы, хвост! Вот мои документы(Простоквашино)

 Кто у вас в цари, к примеру, последний? Никого? Так я – первый!

 — Ну вот… день взятия Бастилии впустую прошел!

 А я сошла с ума…какаая досада.

Мой папа очень хотел мальчика, а родилась девочка.
— Как назвали-то?
— Кого?
— Девчушку-то??
— Раиса Захаровна!

Простите, что помешал вам деньги прятать.  

Равнодушие — это паралич души.Чехов

Если хочешь, чтобы у тебя было мало времени, — ничего не делай.А.П. Чехов

У русского человека единственная надежда — это выиграть двести тысяч.Чехов

Писатель должен много писать, но не должен спешить.Чехов

Ехать с женой в Париж все равно, что ехать в Тулу со своим самоваром. 

Жизнь, по сути, очень простая штука и человеку нужно приложить много усилий, чтобы ее испортить.Чехов

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Droodles

Droodles Answers

Droodles Answers

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Writing Games

IMPROVISED CONGRATULATION. ( Joking.)
How can you imagine the birthday party without the funny and witty congratulations? Bring some happiness to one whose birthday it is – compose an improvised congratulation. The guests may compose it without difficulty. Ask every guest to say an adjective. Write down all these adjectives. Then take a text of the telegram of congratulation, which needs colourful additions. Say to the guests that you’re not responsible for the high artistic merit of this “work of art” and fill in the blanks in this telegram with the adjectives suggested by the guests.
Sample text of the telegram:
… John! All of us – your ….1…. friends – are very glad that you (so…2….) were born on this …3…. day! Taking a …4… opportunity we want to make a declaration of …5…. love and …6… devotion. There are no very many people so …7… like you. Let’s hope that our …8… life will not separate us and every … 9…year on this …10… day we’ll gather together around this …11… table. We wish you …12… health, …13… happiness, …14… years of life! Your …15… friends.

TELEGRAM. ( Joking.)
Write a short word on the sheet of paper. It may consist of 4, 5, 6 letters. Each player must make the advice to birthday girls of the telegram. Each word in this telegram must begin with the next in turn letter of this word.
c.f. We make the text of the telegram out of the word FIRE.
The first word begins with the letter F – Frank
The second with I – identified
The third with R – Roger
The fourth with E – erroneously
Frank identified Roger erroneously.

TELEGRAM. ( Joking.)
Name guess. Take first letters of a name and make adjectives or words describing that person. Mix up letters. For example, Inna = Natural, Nice, Imaginative, Adorable.

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Christian Art Games

Vrata – creative cartinka – narisuy kartinku

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Christian Active Games

Pantomima – daetsia stih I deti dolzni ee inscenirovat.

“If you believe, you will get anything you ask for in prayer.”

Matthew 21:22

“Your heart will be where your treasure is.”

Luke 12:34

“We must not become tired of doing good. We will receive our harvest {of eternal life} at the right time. We must not give up!”

Galatians 6:9

“But the Lord is faithful. He will give you strength and protect you from the Evil One (the devil).”

2 Thessalonians 3:3

“I can do all things through Christ, because he gives me strength.”

Philippians 4:13

“Lord, you give true peace to people who depend on you, to people who trust you.”

Isaiah 26:3

“Don’t be fooled: You cannot cheat God. A person harvests only the things he plants.”

Galatians 6:7

“Yes, God loved the world so much that he gave his only Son. God gave his Son so that every person that believes in him would not be lost, but have life forever.”

John 3:16

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Active Games

  1. SO YOU THINK YOU CAN DANCE. People have to get into groups. So you think you can dance groups. Dress them up funny give them a style of dance but play a silly song. For example give them a arabic outfit, ask them to learn samba and play le song of gummy bears.
  1. DUMMIES. ( While dancing.)
    It’s a variant of the well-know children game “Day-Night” for grownups. As the music suddenly stops the people who are dancing stand still in the pose they are. The person who has the funniest position gets the prize.
  1. FUNNY COSTUME PARADE.

 

EVENING DRESS. The instructor asks 2 pairs to take part in this game. He/she suggests their making the evening dress, using only newspapers, pins and scissors. The winner is chosen by the spectators.  

MODELLER.
The players who wish to take part in the competition “The best style” are invited to come behind the scenes or into the other room. With the help of different attributes of fashion (clothes, accessories, ties, hats, ribbons etc.) they must construct something original, bright and stylish. It’s so called “freak style”. Each modeller chooses “a model” among the spectators. “The models” represent the works of “the modellers”. With the help of applause the spectators choose “the best modeller”. “The best modeller” is given a present

Grapevine (Sometimes called Telephone-Listening Skills)

This game is intended for a large group of 15 or more. Have the group sit in a large circle. The kids should be spaced about an arm’s length apart. Have one child or the teacher be the “originator”. The originator will think of a message or statement and whisper it into the ear of the person sitting to the right of her. Tongue twister are really fun to try! The message is whispered once. The new messenger then whispers the message into the ear to ear of the child to his right, and so on and so on. When the message reaches the person sitting to the left of the originator the message is said out loud. Seldom does the message arrive in its original form. The person to the right gets to be the next originator.

Who Am I? (Listening Skills)

Have the children sit in a circle. The player designated as “it” leaves the room. While he is away, the others decide what he should be when he returns. If they decide on an Astronaut, for example, they call him back, and he has to ask each child in the circle what he has to buy for himself to be the character the group has decided on. One child may say a rocket ship, another a helmet, another some oxygen and so on. If the “it” child goes all the way around the circle without guessing what he is, then the group tells him and another child takes a turn. If you only have a few children playing, then you can do many rounds. Another option is to have the “it” child continue to be “it” until he finally makes a correct guess. This can lengthen the game quite a bit if you have lots of children playing.

What Am I? (Good For Younger Grades-listening skills)

The teacher starts out by saying, “I was in the forest and I heard this sound _____.” (i.e. chirp like a bird)   Then say, “I turned around and saw a _____.”   Students need to guess what you saw.  Continue playing, making new sounds.   After a few rounds, pick students to lead the game.  A variation of this game is to change the location (try sounds in the zoo; at school; in the city).

Stations (Familiarity with local towns/cities)

Supplies: Have cards made up (one for each player) with the names of nearby towns/cities in your area. Have a paper handy listing all the town/cities used in the game

Have the children sit in a circle and give each a card with a town name. Have one child be the “station master”. She will stand in the middle of the circle holding a paper with all the town/city names. The station master then calls out town names at random. For example, she might say, “Springfield, Holbrook”. The two children holding cards that saySpringfieldand Holbrook then have to get up and exchange seats. In the meantime, the station master has to try to jump into one of these seats. More than two destinations can be called out and the ultimate “All Change” when everyone has to change seats is a great laugh. The child left standing then takes over the roll as station master.

Hot Potato (Indoors or Outdoors)
Players form a circle. A medium size, round object such as a bean bag, potato or small ball is passed from player to player while music is played. When the music stops, the player who has the small object is out and sits outside the circle. The last player out is the winner. The music should be stopped frequently so the game moves quickly, especially for younger children!
Duck, Duck, Goose (Indoors or Outdoors)
All of the children sit in a circle facing each other. They are now the “ducks”. Pick one child to be “it”. The child who is “it” walks around the outside of the circle, gently tapping the other players heads while saying “duck” each time he/she taps. After a few times around the circle, the child selects a “goose” by tapping a player’s head and calling “goose!”. The goose quickly jumps up and chases the child who is “it” around the circle, trying to tag him before he can get to the spot where the goose was just sitting. If the child who is “it” succeeds in taking the goose’s place, he is now safe and the goose is “it”. If however the child who is “it” is tagged while running from the goose, he has to sit in the center of the circle. Then the goose becomes it for the next round. The person in the middle can’t leave until another person is tagged and they are
replaced.

Red Rover (Outdoor)
Players are divided into two teams. Line up facing each other, about 30 to 50 feet apart (or less depending on your space). Each side takes turns calling “Red Rover, Red Rover, send (name) come over.” At that signal, the player called runs from her line and tries to break through the line of opponents, who have joined hands. If she breaks through, she can take one opponent back with her to her team. If she does not break through, she must join the other team. The team to add the other players on its side first, or which has the most players at the end of a designated time period, wins.

Charades (Indoors or Outdoors)
You can tailor your charades game any way you want. You may have the children act out names of animals, popular cartoon characters, TV shows, etc. Have one child come up to the front of the group and whisper their charades idea to the adult present. They then act out their idea while the rest of the kids try to guess. Have the kids each take a turn at acting out in front of the group.

Musical Chairs (Indoors or Outdoors)
Place some chairs in a line in the center of the room. Put out one less chair than the number of children. For example, if there are 7 children, put out six chairs. The adult present needs to be in charge of the music. You can use the radio or a CD for a music source. When the music turns on, the children need to walk around the chairs. When the music stops, the everyone needs to try and sit in a chair as quickly as they can. The person who doesn’t have a chair to sit in is out of the game. A chair is taken away, and then the music starts again. This keeps happening until there is only one person left – they are the winner!

Dinner Menu (Indoors or Outdoors)
Players sit in a circle. The first player starts by saying, “At dinner I like to eat ….(name a food such as hamburgers)”. The next player must repeat “At dinner I like to eat hamburger and …” (add another food). This continues all the way around the circle with each player reciting the foods in the exact order they have been given and then adding a new one. If a player makes a mistake they slide out of the circle and the game
continues. The person left who can perfectly recite the dinner menu wins.

Windows and Doors (Outdoors)
Have one child start off as the runner. The other children form a circle holding hands. The kids need to spread out enough so that their arms are straight out forming large spaces between the children. These spaces are the windows and doors. The runner starts running and weaving in and out between children. As he does this, have the kids in the circle randomly drop their arms down attempting to touch or trap the runner. Once the runner is caught or touched by the arms of someone, he is out. Then, another child takes a turn as the runner and the games starts over again.

Bouncy Ball and Spoon Relay Race (Indoors or Outdoors)
To start, mark off a starting point and finishing point on the ground about10 feet apart. If playing inside, lines of masking tape work well. Divide the children into 2 teams and have the 2 lines of kids line up behind the starting point. Give each child a spoon, and give the first child in line a bouncy ball to put on his spoon. Have this child walk to the finish line and back while holding the spoon/bouncy ball in one hand. When that child gets back to the line, he must transfer the bouncy ball to the next player’s spoon without picking up the ball (just slide it off onto the spoon if he can). The next person repeats to process and so on. The first team to make it back to the start after all the players have taken a turn is the winner. You can then hand out bouncy balls to all the kids as prizes!

Balloon Drop (Indoors)
Have the children stand in a circle on the floor and assign each a number. Put the child with the lowest number in the center of the circle to be “‘it”. The “it” child holds a balloon and suddenly drops it as she calls out a number. The child with the called out number then tries to catch the balloon before it touches the floor. If she succeeds, the ‘it’ child calls another number. If the balloon touches the floor then she is “it’.
You can also play elimination style. The children who don’t catch the balloon are out and play continues until only two players are left. Then the adult present can drop the balloon for the last two children to determine the winner.

Red Light/Green Light (Indoors or Outdoors)
In this game, one child plays the “stop light” and the rest of the children try to touch her. Have all the children form a line about 15 -20 feet away from the stop light. The stop light should stand with her back to the line of children and say “green light”. At this point, the kids are allowed to move forward, towards the stoplight. At any point, the stop light can say “red light!” and turn around. The children must freeze. If any of the children are caught moving, they are out. Play resumes when the stop light turns back around and says “green light”. The stop light wins if all the kids are out before anyone is able to touch her. Otherwise, the first player to touch the stop light wins the game and gets to be “stop light” for the next round.

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