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Bøger af Dave Cameron

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  • af Dave Cameron
    206,95 kr.

    A girl and her grandfather bond over a shared love of words. On their weekly walks, Jill and Nonno love to play their clever word game. "Hummingbird," Jill says. "Sugar-drinker," Nonno says. "Seaplane," Jill says. "I do see a plane!" Nonno replies. But one day, Jill notices Nonno isn't interested in their game and is acting differently. Instead of silly words, he simply repeats the things that Jill says. When Jill asks her mother what's wrong, she says Nonno can't always find the words he's looking for. Is there anything Jill can do? A heartwarming story about making time for those we love and finding our own way of helping them - even when it seems like there's nothing we can do.

  • af Dave Cameron
    243,95 kr.

    Coaching Hockey With Small-Area Games features more than 50 small-area games proven to develop player skills. The games cover all aspects of play, including offensive and defensive skills and tactics, transitions, face-offs, power plays, and penalty killing.

  • af Dave Cameron
    178,95 kr.

    Here''s a one-of-kind, kid''s-eye view of the curious ways people behave in groups. In a field outside the city, some children are playing a game. They chase a kicked ball, then throw themselves on it in a laughing heap. But then the adults arrive. Lots of adults. They want to join the ''people pile.'' Soon, the pile has become so big, some people are uncomfortable. They have questions. Lots of questions. Like, should they be in two piles, or one? Meanwhile, the children wonder, what are all these adults doing? Can''t we just get back to our game? There''s a pile of big ideas for kids to ponder in this quirky, intriguing story!

  • af Dave Cameron
    168,95 kr.

    A curious and inventive caterpillar with an unusual technique for becoming a moth.Gramma Tinker is an old caterpillar who lives at the end of a cherry tree branch. Leaf and Lou, ant friends who live nearby, love to hear about her many inventions. One day, Gramma shows them her greatest invention yet: the Wingmaker 77. She is preparing for an adventure, and Leaf and Lou can't imagine what it might be --- especially when Gramma explains that she'll rest inside the Wingmaker for two weeks, and when she emerges she'll be ¿changed.¿ Why does Gramma need to make wings? And why is she studying flying creatures to learn about flight?Change happens. Being curious about it makes it fun!

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