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Queens Card Game

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Items 1 - 30 of 1464
  • Item #: 027662
    Retail: $12.00
    Rainbow Price: $9.50
    Queens, kings, knights and dragons! This card game requires some strategy and some luck as you try to awaken sleeping queens, stop your opponent's knights with a dragon, put another's queen back to sleep with a potion, or defend yourself with a magic wand. The directions are clear and the game is quick to learn, just how I like them! Your goal is to collect queens and the winner is the one with the most points when all of the queens are awakened. – Ages 8+, 2-5 players, ~ Sara
  • Item #: 021237
    Retail: $14.00
    Rainbow Price: $10.95

    This special anniversary edition of the game includes new kings and queens as well as fun sticker sheets in a colorful, collectible tin. Contains 85 cards.

  • Item #: 070329
    Retail: $49.99
    Rainbow Price: $38.95

     

      You are a member of a noble family leveraging for power in European courts, ousting kings and dukes alike in favor of those partial to your cause. In this Ticket-to-Ride-like game, players take turns drawing and playing sets of colored cards (representing England, France, Germany, and Spain) to place nobles in cities throughout Europe. Intrigue Cards allow players to depose opponent’s nobles and place their own! This adds a wonderful layer of strategy and tension to the game. Acquire the most victory points by placing nobles in key cities and earning bonuses. Being the first player to acquire a noble in a city, having a noble in every city of a country, and having one of each type of noble (Marshal through King) earns bonuses. Three “Time Periods” also divide the game and allow for scoring: whoever is the most and second-most influential in a country gains major bonuses. When three periods are completed, final scoring takes place and the player with the most victory points wins. 2-5 players; 60 minutes.

  • Item #: 062490
    Retail: $34.99
    Rainbow Price: $15.95

    With 4 new boards, 4 new landmarks (Quarry, Caravan, Village, and Garden), 3 new objective cards, 2 replacement objective cards, and 15 all-new nomad tiles, get ready to welcome even more Kingdom Builder variations! The main addition in this expansion comes from the nomad tiles. Before the game all nomad tiles are shuffled and placed on nomad spaces. When a player reaches one of these nomad spaces, the tile is acquired and the player can use the special action listed—but only on the next round! These actions include moving settlements, adding extra settlements, removing opponents’ settlements, or gaining points.

    New in-game objective cards (which are scored during the game, and not after) add incentive to place settlements in a certain manner, such as filling terrains and placing next to other players or in straight lines. Finally, four additional landmarks give players the ability to: block spaces with stone walls, move settlements until blocked by an object, build a settlement adjacent to three others, and build an additional settlement on a flower space. Additionally, Nomads includes a new set of red playing pieces, allowing up to five players. Expect more cutthroat strategies, bold moves, and a whole lot more variation from your Kingdom Builder games!

  • Item #: 062487
    Retail: $39.99
    Rainbow Price: $31.50

    Granada, 1278. You and up to five other architects have been commissioned to create the most splendid palace and fortress complex in all of Spain: the Alhambra. Master builders and workers from all over have come to show off their skill and aid you in this projectfor substantial fees, of course. To make matters worse, all workers wish to be paid in their national currency!

    The objective of the game is to construct the most of certain types of buildings in your Alhambra: Pavilions, Gardens, Towers, and so on. Each turn, players perform some combination of buying building tiles, taking money, or redesigning the Alhambra. The trick is that all building tiles come with a variable currency and cost, and you dont get change (or get to keep buying) if you pay more than the necessary amount. Once you acquire tiles, you can add them to your existing palace. Tile walls represent another hazard to construction: certain building tiles include sections of wall which must be connected to other walls in the Alhambra. Making things more complicated are mid-game scoring rounds; throughout the game, randomly-placed scoring cards will be drawn from the money pile. These initiate a round of scoring, rewarding each player who currently has the most of a certain type of building. Once all building tiles are exhausted, the game ends, and a final scoring round takes place. Make sure to manage your resources carefully, lest a more successful architect snatch victory out from under you! Duration: 45-60 minutes. 2-6 players. Winner of a Spiel des Jahres award in 2003.

  • Item #: 061275
    Retail: $59.99
    Rainbow Price: $47.99

    Board game of the year in 2012, this one does not disappoint! It boasts a good blend of luck and strategy, plenty of variation built in to randomize every game, and easy to learn gameplay that will appeal to the serious and light gamers alike. The goal of the game is to earn the most gold at the end of the game; however, the path to doing so is different every time. To set up the game, players choose four of the eight possible quadrants, each of which can go in any spot, and three of the ten possible Kingdom Builder cards, which determine how players earn gold. Each quadrant of the board is divided into hexagons of seven different terrain types, so the board looks like a birds-eye view of land - varoius patches of flowes, forests, mountains, etc. Each grouping of terrain is a different size and shape. Each quadrant also holds a couple of hexes with a unique landmark. Basic gameplay is simple - each turn, draw a terrain card and place three settlements on that type of terrain. The golden rule of the game: each settlement has to be adjacent to another one of your settlements if possible, so choose your starting point wisely! What adds strategy to the game is that settling next to a landmark earns you a special action for each turn for the rest of the game, such as moving a settlement two spaces, or building a fourth settlement on the end of a three-settlement line. Also keep in mind the Kingdom Builder cards as you plan your placements; depending on which three you have on the table you may earn points for the largest settlement, the most settlements in one line, or settlements surrounding a landmark hex. Maximize your special actions to complete settlements according to the Kingdom Builder cards to earn the most gold! 2-4 players, 45 minutes. - Steph

  • Item #: 054911
    ISBN: 9780545450478
    Retail: $16.99
    Rainbow Price: $6.95

    Bring the fun of Disney's racing movie to your own floor! This set contains 12 thick, punch-out card-stock cars from the movie – highly detailed in full color – and eight snap-on wheel sets. It also has two 14" x 26.5" fold-out racetracks, a pop-up garage for storing your cars, and 93 reusable stickers for customizing the cars, the tracks or the garage. These cars can really move – so try to keep up!

  • Item #: 030643
    Retail: $2.77
    Rainbow Price: $2.50

    Where was this product when I needed it? Back in my day, I was the queen of clear contact paper. Everything from game cards and pieces to paperback books was a candidate for my homemade lamination process if I thought it would allow me to use a product with multiple children. These sheets make it oh so much easier – and the finished product has a more professional feel. The instructions say it's easy and I would have to agree. Peel off the backing, lay your material down onto the plastic sheet, and, if you want, put on another sheet for complete protection. I had more trouble figuring out what to laminate than in completing the process. Now your youngest ones can look forward to having a game in good condition when it's their turn to play. Two 9"x12" sheets. - Janice

  • Item #: 074315
    Retail: $29.95
    Rainbow Price: $24.25

    A teaching tool and a genuinely enjoyable math game in one beautiful package! The board consists of color-coded spaces from 1-101. Players try to reach 101 exactly with both pawns by adding, subtracting, multiplying, and dividing. Each turn, the active player rolls 2 10-sided dice, then uses each rolled number (one at a time) to perform an operation on the space their pawn is currently on. For example, if a player has 1 pawn on “14” and rolls a 7 and an 9, the player has 6 immediate options: subtract to 7 (14 – 7 = 7) or 5, add to 21 or 23, multiply to 98, or divide to 2.

    And remember the color-coding I mentioned? It works for multiplication and division! The “14” space is half-orange, half-purple. The “7” space is all purple. So, the player adds the colors together and looks for the space with 2 purple parts and 1 orange part – “98!” Likewise, if the player chose to divide “14” by “7”, they would simply subtract the “purple” color and look for the all-orange space. This provides a handy shortcut for those learning or reinforcing multiplication & division. Adding a final twist are “Action” and “Keeper” cards – when a pawn ends on a prime number above 10, they draw a card. Action cards are played immediately and allow players to switch pawns, roll again, or more. Keeper cards can be played any time during a player’s turn with beneficial actions or to harm their opponent. The suggested age is 10+, but the only requirement to play is basic math skills. For 2-4 players. 45-minute playtime.

    Winner of numerous awards, including the 2017 National Parenting Projects Award and Tillywig Toy Brain Child Award, and many others!

  • Item #: 039827
    Retail: $0.00
    Rainbow Price: $0.95

    Multiplication facts right at your fingertips in one handy location! One side provides individual times table from one through twelve while the other side shows the "classic" multiplication chart through twelve. This sturdy, laminated chart measures 14 ½" x 10". - Enh

  • Item #: 065436
    Retail: $35.00
    Rainbow Price: $29.95

    Have some chemistry fun with Elementeo! Set in a medieval, mythological time, this strategy game will help you learn about 50 of the 118 elements of the Periodic Table through different levels of play. In the Element Level you will move and attack with your elements. In the Reaction Level you use the properties and reactions of elements to attack your opponent’s elements. Create compounds from elements and use them to win in the Compound Level. Use black holes, supernovas, nuclear reactions, and Newton’s Laws to help you in the Alchemy Level. The Fusion Level lets you create your own special fusion deck to conquer the chemistry world. The game includes 30 Electron chips, dice, playing board, 2 Element Decks (53 cards each), Compound Deck (25 cards), and Alchemy Deck (25 cards). Cards in this game are reflective of the medieval setting, and you will be helped along your way by the Helium Genie, Sulfur Wizard, Magnesium Magician, Phosphorous Phoenix, and an army of other elemental characters. For 2 to 4 players, commit the elements and their properties to memory as you create, combat, and conquer.

  • Item #: 052129
    Retail: $16.00
    Rainbow Price: $11.95

    Kids will easily pick up their states, capitals, and U.S. geography as they yell, slap cards down, and use their quick-thinking skills to win state cards and put an impossibly scrambled-up United States back to rights. Each player receives 5 State Cards to create their own "State Line", along with a U.S. map. Then, as a Scramble card is uncovered, players race to fit one of their states to the Scramble card, with clues such as matching the color of the state to the Scramble card, or finding words or names within the state capital. Each of the state cards contains the name of the state, a state outline map, the capital city as well as the state nickname, and, of course, any of this information is fair game to be matched with a Scramble card. When a player is able to match one of their State cards with a Scramble card, they immediately slap it down on the Scramble card and yell out the name of the state. Or, a "Go the Distance" card is played, and the players have to determine which of them has a state that is the closest to that in question, and of course, if they have the lucky card, more slapping and yelling goes on. The game can be played with 2-4 players, and several variations are included to keep it challenging for players of all ages. Loud, noisy, and boisterous as it is, there's plenty of hidden motivations here for them to pick up vital information about each state - and remember it! - Jess

  • Item #: 002784
    ISBN: 9781888827392
    Retail: $64.95
    Rainbow Price: $42.75

    Homeschool teachers will go to great lengths to help their students overcome difficulties. Take Beverly Adams-Gordon, for example. An engineer and Montessori teacher, she left her teaching job to homeschool in an effort to solve her youngest daughter's severe spelling problems. Finding no suitable material, she thoroughly researched the subject and developed her own spelling curriculum.

    So what is different?

    • * It's all in one book. One purchase for all years for all kids.
    • * A chapter on research details the most effective methods of spelling instruction.
    • * Complete instructions for introducing, implementing and evaluating the program. Directions are given for adapting to different learning styles and ages.
    • * The program takes only 15 minutes/day.
    • * Extensive Word Lists are based on research done after 1979 of most frequently used and misspelled words. Word lists used in most other programs are based on lists created in 1915 or 1947. Two lists are provided, with 5,000 and 12,000 words, respectively.
    • * General and specific placement tests start each student right where he needs to be.
    • * Program is based on phonics and spelling rules, not phonics alone.
    • * Review is built into the program which uses a "spiral" approach (repeated and spaced review) similar to the approach Saxon takes in it's problem sets.
    • * Directions for over 100 games and activities are included which concentrate on specific skills and make spelling more interesting. Most are individual or partner games, but some can be played by up to 6 players.

    Now available in its 4th edition. Spelling Power retains all of its award-winning effective procedures, but it is more user-friendly with larger type and more graphics. Easier to read and less intimidating, there is also improved organization of resources. The 4th edition Spelling Power package includes access to the Teacher's Online Resources on the publisher's website and an updated Quick Start DVD seminar. The Quick Start DVD provides a personal step-by-step introduction to using the Spelling Power program featuring author Beverly Adams-Gordon who explains each step as "real" homeschool moms and students demonstrate. The Teacher's Online Resources includes printable forms, searchable word lists, charts, printable Activity Task Cards, bonus activities, and the Digital Spelling Tutor which allows you to create spelling lists for multiple children, offers learning, drill and testing activities, tracks several children's progress, allows you to create and print progress reports, and can be used with any spelling word list.

    Spelling Power provides the most thorough coverage of spelling that we have seen. This one is a "classic."

  • Item #: 047955
    Retail: $14.99
    Rainbow Price: $12.50

    Even young players can start identifying animal tracks with this fun game! Animal Tracks! includes 40 animal track cards and 40 animal cards. The track cards include a black print of the animal track, the animal's name, and the typical size of the track. Animal cards feature a full-color photo of the animal and its name. Directions for three games are printed inside the box lid (Yay! No papers to lose!); Concentration, Bingo, or "Guess the Tracks." If you're studying animals and/or tracking in your science curriculum, these would make nice thick flashcards as well. Any way you use them, players are sure to gain familiarity with the shape of the animal tracks and the animals that make them, while having some fun too! – Jess

  • Item #: 024173
    ISBN: 9781570577017
    Retail: $29.99
    Rainbow Price: $19.95

    When 14% of American high school seniors can't locate the United States on an unmarked world map, something is wrong. Where in the World is four games in one which makes learning world geography fun. Crazy Countries is a card game played like Crazy Eights to familiarize children with different countries. In Statesman, Diplomat, and Ambassador, you begin to learn location, population, capitals, monetary unit, literacy rate, languages, religions, and major exports and imports. Now even Dad knows where Suriname is located. For 2 to 6 players. Re-released by Aristoplay in 2003.

  • Item #: 021838
    Retail: $44.99
    Rainbow Price: $37.95

    Don't be fooled by the price tag on this product, the cards in this box are more than just a game. This box is full of vocabulary words – 550 in all – with fun illustrations, definitions, pronunciations, and more. Each card is about the size and weight of a playing card and is punched in one corner (place on the included ring to use on the go). On the front of each card is an original drawing in full color, which acts as a mnemonic and on the reverse is the word, part of speech, pronunciation, definition, sample sentence, synonyms and antonyms. For example, Card #101 features "bombastic." The definition given on the back of the card is that it is an adjective, which means "excessively confident; pompous." The drawing on the front of the card is of a young man wearing a shirt that says "the man" and he is saying of himself "I'm the bomb" – he is being pompous or bombastic. These original little drawings work well for visual learners, and are a great option for learning new vocabulary.

    You can use these cards to play the "Picture Words" game by placing any number of cards, picture side up, on the table. The object of the game is to guess the definition of the words using only the picture. If you guess correctly, you collect the card and the person with the most cards wins the game.

    Another option for play is "Marie's Wordsmith" game. One person, the wordsmith, pulls a card from the box, shows it to the other players, and reads the part of speech, pronunciation, and definition on the back of the card. Each player writes a sentence using the word, while the wordsmith copies the sentence from the back of the card. Mix all sentences together and earn a point every time you can choose the sentence that was copied from the back of the card.

    There is a lot of information packed on each of these cards, and they will help anyone make a visual connection to vocabulary words. Marie's Words can be used at any grade level kindergarten through 12 for some real vocabulary fun! - Donna

  • Item #: 008480
    Retail: $17.95
    Rainbow Price: $15.25

    Many animals roam the forest looking for food. With this forest food-chain game, learn which animals eat other animals or just what plants they eat. Meanwhile, try to build up your stack of cards. How? By picking up your card, looking at the animal on your card, and trying to "consume" your opponent's card. But watch out! Even if the grizzly doesn't get you—death and decay might! Fun and learning rolled into one with several versions of play. For 2-6 players. Includes full-color illustrations and scorecard.

  • Item #: 007729
    Retail: $15.95
    Rainbow Price: $12.75

    Increase your children's vocabulary without workbooks or study - learn while playing Rummy Roots! This unique card game will allow students to master 42 different Greek and Latin roots. After learning these familiar roots and practicing alphabetizing via a simple "Go Fish"-type game, players progress to 3 higher levels of play. In Level 1, players combine roots to form English words and practice dictionary skills. In level 2, dictionary skills are improved as players try to stump their opponents. Level 3 is played like Rummy using three root combinations to further expand vocabulary and comprehension. The result of all this fun? Mastering 42 Greek and Latin roots, over 190 vocabulary words learned, and the ability to at least partially decipher over 2,000 words!

  • Item #: 048359
    Retail: $20.00
    Rainbow Price: $14.75

    Your mission, should you choose to accept it… band together with your teammates, don your Adventurer identity, and race around a sinking island, trying to capture the hidden treasures and escape before it all disappears under the churning sea! That, in a nutshell, is the concept behind this innovative cooperative game. The game consists of 24 beautifully illustrated, double-sided island tiles, four treasure figurines, Treasure cards, Flood cards, Adventurer cards, pawns, and a water meter. To begin, lay out the 24 tiles in a group, with the treasures close by. Six Flood cards are played, and their corresponding island tiles are flooded, and flipped to their blue-shaded "underwater" side. At this point, players are randomly dealt Adventurer cards, and take the matching pawns. Each Adventurer has a role (Engineer, Navigator, Pilot, etc.), and slightly different abilities than his/her teammates. As the game begins, players (although taking turns) act as a team to accomplish treasure-gathering, shoring up flooded tiles, and (hopefully!) keeping everyone on stable parts of the island. On each turn, players can take several actions including moving their pawn, shoring up flooded tiles, giving Treasure cards to another player, or capturing a treasure. After they have completed their actions, they draw Treasure cards and Flood cards. This is the most unpredictable part of the game, as you never know when you will trigger a rising water level which increases the number of Flood cards you have to draw on every turn! Flood cards dictate which tiles on the island are "flooded." If tiles aren't shored up and a Flood card matching that tile is drawn again, the tile is permanently removed from the island… and the island shrinks. Once you begin, it's a race against time to gather the treasures (and keep the tiles that hold treasures from sinking!), and leave the island as a group. If you fail to gather one or more treasures, or you lose a teammate the game is over and you lose. You'll find your whole team strategizing together and breathlessly watching each other draw the fateful Flood cards. Truly unique, this pulse-pounding game is a bit different every time you play and a great team strategy game too! Highly, highly recommended. For 2-4 players. – Jess

  • Item #: 027215
    Retail: $9.99
    Rainbow Price: $7.95
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  • Item #: 006213
    Retail: $44.95
    Rainbow Price: $41.95

    So, you're writing stories in English class, and your reluctant writer is whiny and reticent. "Why do we have to write stories? I can't think of anything!" If you can't get them out of their writing slump by suggesting "Well, let's brainstorm," or "Look around you for ideas," just say (with a twinkle in your eye) - "Forget it, let's just play a game instead." Of course, five or ten minutes later they'll realize they're not getting off the story-writing hook, but they'll probably be enjoying themselves so much they'll forget to pout. The game format is similar to most board games your family plays, with a large board featuring a wandering path from beginning to end. Besides a die, scoring pad and markers, the game features eight decks of story element cards and a story outline pad. Basically, as players move along the board, they will collect specific story element cards, and weave them into a story. Card decks are clearly labeled and include topic sentence, plot, character, setting, description, dialogue, lesson, and resolution cards. At the beginning of the game, each player receives a topic sentence. This is the only topic sentence card they will receive, and should be used towards the beginning of the story. As they roll the die, they will land on spaces labeled with the names of corresponding story element cards, and will draw the top card from the stack. By the end of the game, they should have at least one of each element card, and at least five description cards. Then, the writing begins! Choosing from their collected cards, the writer decides which cards he wants to incorporate into his or her story, and writes them onto the outline sheet. The outline begins with the topic sentence, and features blanks to fill in for each part of the story. Under "Setting", they must determine the "where", "when" and descriptors. Under character, they must identify the good guys and the bad guys, and describe both. For the plot, they must identify the problem, and decide on the order of events. Under "Resolution" and "Lesson", they will decide how the "Resolution" and "Lesson" cards they chose relate to their story, and how it all wraps up. Now, players each have a good framework for a story; the trick is now fleshing it out into an actual short story, which may be easier at this point, since a lot of the "unknowns" have been identified. A scoring sheet will help Mom decide if the story included all the necessary components, and will inspire kids not to skimp on the "less exciting" stuff. Since inventing characters, conflicts and settings sometimes takes a lot of steam out of even the more enthused young writers, I would imagine that taking that pressure off of them in this way would free up their imaginations to write a much more well-rounded, exciting story. I'll bet that even Mom and Dad will want to play this one! - Jess

  • Item #: 048427
    Retail: $78.00
    Rainbow Price: $77.75
    Personal-sized fans, AA batteries, pepper packets, balloon, construction paper, glue, plastic cup, paper cup, nails, blue drink mix, yellow drink mix, spoon, cardstock, clear tape, small cups, table salt, paper clip, pencil, colored yarn, petroleum jelly, gloves, stopwatch, plastic bags, chalk, tape measure, small box, vanilla, sea shell, Cheerios, disposable containers, sand, modeling clay, black permanent marker, plaster of Paris, thermometer, wooden ruler, battery holder, insulated copper wire, electrical tape small light bulb, light bulb holder, file folders, index cards, six-sided die, sea animal game pieces, Triops, colored pencils, scissors, cardboard, sheets of foam, dropper pipette, water bottle w/lid, large & small google eyes, brown & red pipe cleaners, cotton string, red drink mix, coral specimen, plastic tubing, binder w/lined paper, toothpicks, feathers, straws.
  • Item #: 047977
    Retail: $9.99
    Rainbow Price: $7.99
    This fun card game is simple to learn and easy to play – and as an added bonus, kids will become more familiar and comfortable with money. Game play is similar to Uno, with players trying to discard cards in their hands by matching either the color or money amount on the previously played card. Each player is dealt 7 cards and the rest of the deck becomes the draw pile, with one card overturned to start the discard pile. The deck is composed of 110 cards, with cards featuring all coin types (from pennies to half dollars), $1.00 cards, wild cards, loose change cards (with varying amounts of odd change), tax collection cards, and bank withdrawal cards. Play goes clockwise, each player trying to be the first to empty their hand. You can match the money amount, either by playing the same coin or by announcing "Exact Change" and playing several cards that add up to the previously played card, or you can match the color. If you cannot discard, you must draw cards until you can play. Wild cards can be anything, but you must announce the color and amount when you play them. Tax collection cards force all other players to draw one card from the draw deck, and bank withdrawal cards forces an opponent of your choice to randomly draw a card from your hand. When one player runs out of cards, the round is over and they pick another player's hand, total the cards remaining and this becomes the balance in the bank account of the player who went out. The first player to "save" $2.00 is the winner. 2-6 players. ~ Megan
  • Item #: 045726
    ISBN: 9781935197003
    Retail: $0.00
    Rainbow Price: $19.95

    Hear it is! Weight know longer! This is won grate book that shouldn't bee mist! Seriously, this is a very helpful resource. The cover says it has "more homophones than you can shake a stick at." I don't know how many that is, but 101 sound-alike pairs and triples are covered in this book via grade-leveled worksheets and other activities. Worksheets have target homophones in large lettering on the top and ten fill-in-the-blank exercises The worksheets are intended as reinforcement; you should introduce the homophones and their correct usage before having students work them. There are also additional activities or fun facts at the bottom of each page plus an entire page of additional suggestions for using the sheets. A section of graphic organizer sheets can be used to illustrate (or paste pictures of) homophones and define them. This could even be part of your instruction process prior to having students work through the exercises. A section of homophone crossword puzzles is included following the worksheets. A table tells you when you can use each puzzle (the first can be completed after using the 2nd grade sheets). Six different homophone card games are provided, complete with cards to photocopy onto cardstock and/or laminate. A final section of More Homophone Tools contains a listing of books about or using homophones; My List of Homophones student sheets (for students to compile their own lists); tongue twisters; riddles; puns; answer keys for the worksheets and puzzles; and, finally, a mega-list of homophones (maybe more than you can shake a stick at). I think it's safe to say that this is the only homophone reference/resource book you'll ever knead!

  • Item #: 036434
    Retail: $9.99
    Rainbow Price: $7.95
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  • Item #: 027214
    Retail: $9.99
    Rainbow Price: $7.95
  • Item #: 022079
    ISBN: 9780982537718
    Retail: $21.95
    Rainbow Price: $21.50

    Every once in a while, you come across a product that you wish you could have had when you were growing up, and those were exactly my feelings when I reviewed Ellen Johnston McHenry's introductory chemistry course. Geared for the upper elementary to junior-high age students, it introduces chemistry gently, comparing the elements, the ingredients of our world to common kitchen ingredients we use everyday to make many very different baked goods. The analogy kicks off the first chapter, where they learn about the more common elements such as carbon, hydrogen, and oxygen, analogous to flour, sugar, and salt, which are used in nearly everything we bake. More uncommon elements such as berylium, gallium, and selenium are compared to fruit, spices, and other add-ins that you might only use in special recipes. The periodic table is then introduced, in the more simplified (and less intimidating) format of the "Kitchen Cupboard of the Universe). The basic concepts of chemistry are introduced in each chapter, in a very simple, understandable format, and avoids bogging them down with details that will be covered (much more exhaustively!) in high school or college. The approach appears to work well, with protons, neutrons, electrons, the electron cloud model, orbitals, bonding, spin, and more covered in just the very first few chapters. Fun and interactive activities are featured at the end of each chapter, to review and reinforce what was covered in the chapter, before moving further on. The activities are a good mix of hands-on experiments, and model-making, puzzles, fill-in-the-blanks, and of course short answer to write electron configurations, Lewis diagrams, chemical compounds and more. The hands-on activities have been well-chosen and illustrate well the concepts that have been learned. Constructing balloon electron cloud models and edible chemical compounds, creating carbon dioxide bubbles, and electolysis are several examples. Several songs are included, for those who are more auditorily oriented. Several more involved activities include making periodic-table pillowcases to play a game on, creating your own "collect-'em-all" chemical elements card deck, and performing several short skits on the discovery of several of the more common elements of the periodic table. Students are also challenged by the author to memorize as much of the periodic table as they can, to help make life easier when they revisit the subject (as well as impress their relatives at get-togethers). At only 78 pages of lessons, this is a fairly brief, but effective introduction to chemistry that could be easily worked into the academic year with any style of curriculum being used. Patterns, outlines, activity sheets, experiments, games, skits and more are included in the Teacher's Section in back half of the book activity packet. And, to make things easier on Mom, most of the materials are easily found, either around the home, or at your local Wal-Mart. (No poring over science supply catalogs trying to decide how many moles of a chemical to order!) A CD is no longer included with the book - instruction is given in the text to stream the songs from the publisher's website and prescreened youtube videos are referenced for additional information.

    All in all, this is a very well-done introduction to the basics of chemistry, and whatever your students take with them from this course will be well applied to more advanced chemistry, making their journey into more advanced chemistry all the more manageable. Plus, I think students will definitely be impressed with themselves for being able to complete some college-level chemistry by Chapter 3 of the book! Personally, my first real experience with chemistry was my senior year of high school, followed by the four semesters of chemistry required by my major, and I think both high school chemistry as well as introductory college chemistry would have been much easier to understand had I had some experience with these concepts at an earlier age. - Jess

  • Item #: 014796
    ISBN: 9780887432736
    Retail: $2.99
    Rainbow Price: $2.50
  • Item #: 069758
    ISBN: 9780986300042
    Retail: $18.50
    Rainbow Price: $14.95

     

      Knowing your times tables are so important to building your solid foundation for upper level math. Drills aren’t always the best way for students to learn and remember their multiplication facts. Through simple stories and the same lovable number characters found on the Times Tales DVD, children will practice facts for the upper numbers in the 3’s, 4’s, 6’s, 7’s, 8’s, and 9’s. These workbook pages are black and white and provide practice that can be done even if you aren’t using the Times Tales DVD. Children will learn the story, answer questions, work puzzles, review, quiz, and test along with cutting out fact cards and assembling number story books. After completing the multiplication portions of the workbook, a short division section is offered. Answer keys are found in the back of the book and a DVD is also included where students can practice their new multiplication skills in a game show format. 104 pgs, pb. ~ Donna

  • Item #: 041356
    Retail: $0.00
    Rainbow Price: $64.50

    Kit includes Math Card Games book (with DVD), 6 special card decks, laminated fraction charts, and Standard AL Abacus.