Contents

 

Logic/Critical Thinking/Creative Thinking/Art/Interpersonal Skills/Across the Curriculum

Learning Materials for Independent Learners

Cartoon

Printed materials


Provoking Thoughts. Each of these 18 booklets in the areas of math, the self, social relations, music, spatial visualization, bodily movement, and language contain exercises that encourage students to think creatively and independently. Provoking Thoughts.

Critical Thinking Activities. Grades K-3, Grades 4-6, Grades 7-12. These three books help students develop skills in critical thinking - the ability to recognize patterns, the ability to use visual imagery, and the ability to reason logically. Although the emphasis is on mathematics, these are skills that help students solve problems in almost any discipline. Dandy Lion.

Brain Teasers! Over 180 Quick Activities and Worksheets That Make Kids Think. Grades K-6. These 5-to-15 minutes reproducible activities are organized into four sections - thinking and reasoning activities, math activities, language and writing activities, and listening and remembering activities. Each activity and worksheet includes complete, easy-to-follow directions and answer keys. An activities/skills index lists every activity by subject matter, skill area, grade level, and group size. Free Spirit.

Write from the Edge: A Creative Borders Book. Grades K-6. Each of 50 border pages encourages young writers to express themselves, communicate with others, think divergently, stretch their imaginations, and sharpen their writing skills. All 50 border pages are reproducible. Free Spirit.

Esteem Builders: a K-8 Self-Esteem Curriculum for Improving Student Achievement, Behavior, and School Climate. Grades K-8. Based on the five building blocks of self-esteem - security, selfhood, affiliation, mission, and competence, this comprehensive curriculum includes more than 250 activities cross-correlated to all subject areas and grade levels. Hundreds of reproducible, ready-to-use worksheets are provided. Free Spirit.

Logic Safari. Book 1 - grades 2-3. Book 2 - grades 3-4. Book 3 - grades 5-6. These deductive logic puzzles include an introduction, clues, grid, and illustration. The quest is to hunt down the clues and combine them into the correct solution. Dandy Lion.

Connections Introductory. Grades 2-4. Beginning. Grades 3-4. Intermediate. Grades 5-6. Advanced. Grades 5-8. These puzzles sharpen deductive reasoning skills and strengthen the ability to sort through information and make connections. Puzzles are reproducible. Dandy Lion.

Ideas to Go Thinking Challenges. Grades 2-5. These are ready-to-use activities. Visual clues make them suitable for early grades and students with limited English. Dandy Lion.

Visual Thinking Cards. Set A - grades 2-5. Set B - grades 4-8. These ready-to-use cards strengthen the ability to visualize objects, situations, and alternative ways of solving problems. The set gives students practice in geometric shapes, size, position, similarities and differences, whole and part, and patterns. Dandy Lion.

Creative Problem Solving for Kids. Grades 2-8. This book teaches a problem solving method. Students work together to solve appropriate and unique solutions to real-world problems. Includes 30 reproducible classroom activities. Prufrock Press.

Clip Clue Puzzles. Grades 3 and up. This book contains puzzles that necessitate arranging colored paper clips in a sequence to satisfy given clues. Students must identify superfluous clues, recognize contradictory clues, and write their own clues if a puzzle has two solutions. Dale Seymour.

Stories with Holes. Grades 3-12. "John and Mary are on the floor. There are pieces of broken glass and a puddle of liquid, also on the floor. Mary is dead." Students are asked to fill in the missing pieces and explain what is happening in this story with holes. Students will have to work to think inductively and organize their inquiries to solve these exciting mysteries. Want a hint to the story above? There is something fishy about the death of Mary! Prufrock Press.

Logic Countdown. Grades 3-4. Logic Liftoff. Grades 4-6. Orbiting with Logic. Grades 5-7. These books present sequential exercises in logical reasoning that include relationships, analogies, syllogisms, sequences, deductive reasoning, inference, truth values, and logical notation. Upper-level books build on concepts presented in previous books. Dandy Lion.

What Are My Chances?. Separately for grades 4-6 and grades 7-9. More than 70 hands-on activities require students to think about a situation or experiment, predict possible results, and compare results. Reproducible. Dale Seymour

Passport to Learn. Grades 4-8. Projects to challenge hi-potential learners. The 50 challenging projects are self-directed and self-paced in five content areas: language arts, leadership skills, social studies, science, and math. Prufrock Press

Building Self-Esteem Through the Museum of I: 25 Original Projects that Explore and Celebrate the Self. Grades 4-8. Twenty-five original projects - a personal slide show, cartoon journal, commemorative stamp, Meopoly Game, and more - invite students to explore, interpret, reveal, and celebrate themselves. Includes 26 reproducible hand-out masters. Free Spirit.

A Case of Red Herrings. Grades 4-9. Each story gives students just enough information to start asking questions that can be answered "yes" or "no." They will be lead to deduce the untold part of the story and to find the solution to the mystery. Dandy Lion.

Architecture Is Elementary. Grades 4-12. This is a self-instruction book for the serious student who is interested in the principles of architectural design. More than 50 lessons on 7 levels allow students to explore a variety of math and science principles. Zephyr.

Creative Problem Solving for Teens. Grades 4-12. These activities introduce teens to creative problem solving. The book presents 31 reproducible classroom activities. Prufrock Press.

Thought Provokers and More Thought Provokers. Grades 4-12. Each "Thought Provoker" is presented with an illustration on a single page. Try this: "There are eight silver coins and one counterfeit coin that looks like a silver coin but actually weighs slightly less than the others. By using a balance scale to compare coins (or groups of coins), how can you determine the counterfeit coin in just two weighs?" Prufrock Press.

Think-ercises. Grades 4-12. These puzzles require students to use both critical reasoning skills and creative thinking skills. Finding solutions requires a variety of thinking skills: visualization, mental and written computation, sequencing, and deductive reasoning. Each page has two to three problems. Prufrock Press.

Quicksolve Whodunit Puzzles, Mind Stretching Puzzles, Baffling Cryptograms, Merlin Book of Logic Puzzles, The World's Most Challenging Puzzles, Classic Brainteasers, Lateral Thinking Puzzlers, Great Lateral Thinking Puzzles, Brain Stretchers, Improve your Lateral Thinking, The Great Book of Mind Teasers and Mind Puzzles, A Case of Red Herrings, Mind Benders, and Classroom Quickies. Grades 3, 4, or 5 through 12. These brainteasers and puzzles force students to think laterally and creatively in order to explain the set of circumstances surrounding strange and seemingly inexplicable situations. "A man going about his business brushed against a rock. Within minutes he was dead. Can you explain why?" (Hint for the laterally challenged: the man was uninjured, but the rock damaged his suit.) Prufrock Press, Critical Thinking.

Brain Games!. Grades 6-12. 170 exercises cover a wide range of topics: listening and remembering, across the curricula, language and writing, logic and reasoning, math, the world around you, and you and me. Reproducible. Free Spirit.

Logic, Anyone?. Grades 6-12. Six kinds of logic problems. Step-by-step activities with analogies, matrices, tables, circles, syllogisms, and Venn diagrams. Reinforcement pages in order of increasing difficulty. Includes 165 brain-stretching problems on blackline masters. Reproducible. Dale Seymour.

Aha! Insight. Grades 7-12. These puzzles help students learn to view things from new perspectives and solve problems in unexpected ways. Includes combinatorial, logical, geometrical, numerical, procedural, and verbal puzzles. Dale Seymour.

Aha! Gotcha. Grades 7-12. Paradoxes draw students into logical and mathematical thinking while they learn the "trick." Visual, numerical, and verbal paradoxes are introduced through logic, number theory, geometry, probability, statistics, and time. Dale Seymour.

Software


Thinkin' Things Collection 1. Grades K-4. Thinkin' Things Collection 2. Grades 1-6. and Thinkin' Things Collection 3, Grades 3-8. These interactive software programs start with visual and auditory memory and advance through visual and musical creativity to logical reasoning, analyzing and synthesizing information, exploring elementary computer programming concepts, and building key problem-solving and critical thinking skills. Harcourt Brace.

Probability Toolkit. Grades K-8. This software package develops fundamental mathematical skills through experimentation in probability. Simulation activities include tossing chips, rolling dice, and guessing a card from a set of five. Includes blackline masters. Available for Macintosh. Dale Seymour

List of Publishers


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