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wonderful pets

Wonder Pets is an American animated children's television series. It debuted on March 3, 2006, on the Nick Jr. block of the Nickelodeon cable television network and Noggin (now Nick Jr.) on August 31, 2006. It won an Emmy Award in 2008 for Outstanding Achievement in Music Direction and Composition

History and format
The Wonder Pets television series was created by Josh Selig for Little Airplane Productions. The show was first seen as a short Nick Jr.'s film series called Linny the Guinea Pig, in which a guinea pig named Linny traveled into space and under the ocean. Ming-Ming Duckling and Turtle Tuck were created when the show was expanded and called The Super Singing Power Pets!. The title was later shortened to Wonder Pets. The show's main characters are three elementary school classroom pets — Linny the Guinea Pig, Turtle Tuck, and Ming-Ming Duckling. They are presented as a trio of heroes who rescue baby animals as they demonstrate the benefits of teamwork.
The animation style used to create Wonder Pets! is called "photo-puppetry", and was created for the series to allow animators to manipulate photographs of real animals. It also uses drawn objects (not characters), so the total presentation could be considered animated mixed-media.
A good deal of the dialog is sung, so the show has been likened to operetta or singspiel. A 10-member live orchestra performs each episode, sometimes including other instrumentalists skilled in music from the region to which the pets are traveling during the episode.[1] Completing each episode takes thirty-three weeks from script to final delivery.[2]

 Characters and voice cast

 Main characters

 Wonder Pets

 Linny the Guinea Pig
Linny the Guinea Pig
The Wonder Pets! character
Linny the Guinea Pig
Linny the Guinea Pig
First appearance"Linny the Guinea Pig In Space" (shorts)
"Save the Dolphin" (series)
Created byJosh Selig
Portrayed bySofie Zamchick, Meisha Kelly
Information
GenderFemale
FamilyGinny the Guinea Pig (grandmother, voiced by Anne Meara)[3]
Linny the Guinea Pig is a five-year-old girl [4] and the leader of the Wonder Pets. Linny is voiced by Sofie Zamchick in the United States version and Meisha Kelly (Alphabet Kidz) in the UK version. As a superhero, she wears an orange-yellow cap and a blue cape. Linny appears to be the most educated of the group, often providing different zoological and geographical information to the others. She is usually the one to remind the group about teamwork or other values and offer praise. She leads Ming-Ming and Tuck in most of the show's primary songs and usually has the responsibility of starting the "Flyboat". Linny's catch phrase is "This calls for some celery!", usually declared at the conclusion of each adventure. Before Wonder Pets, Linny starred in a few three-minute shorts on Nick Jr. titled Linny the Guinea Pig, where Linny would explore different environments such as the ocean and outer space.

Little Bee
Little Bee
The Wonder Pets! character
First appearance"Save the Bee!" (series)
Last appearance"The Adventures of Bee & Slug!"
Created byJosh Selig, Rhianna Piper
Information
GenderFemale
FamilyLittle Bee's mom (unnamed, mother)
Slug (friend)
Little Bee first guest stars in the Episode "Save the Bee!" where the pets shrink down to bug size, thanks to their shrinking machine, to help her collect flower nectar and make honey for the first time. She later made an appearance in "Save the Glowworm!" where she is friends with a cricket and a glowworm named Lucy, who is trying to find a talent. Her last appearance was in "The Adventures of Bee & Slug!", where she and a slug named Slug help watch the Flyboat, but then ends as an out-of-control joyride due to them sitting inside it when they weren't supposed to. But it is possibly that Bee and Slug may be in another episode coming soon in the future, because if you look closely at the scenery in the opening credits of "How it all Began!" then you can see that there is a picture of what appears to be Bee and slug riding a cart on a track in an underground cave.

 Episode strAs each episode begins, viewers hear the school children, off-screen, leaving school at the end of the day. They say goodbye to the classroom pets. Once the classroom is vacant, a pencil holder rattles to create the ringing of a telephone. Often, the classroom will be decorated with student artwork or other items related to the storyline, particular animal or geographic location of that episode.
One by one, the classroom pets wordlessly notice the ringing phone. Up to this point in the episode, they have acted like normal animals and not said a single word. But as the phone rings, the Wonder Pets get dressed and make their way towards the phone while singing their opening verses.
The Wonder Pets answer the phone and find that an animal is in trouble somewhere. Linny explains the situation to the other two. They all jump into a box filled with fabric scraps and jump back out, wearing various different outfits, often alluding to the area of the world they will be visiting. They make a quick joke then jump back into the box and emerge in their Wonder Pets capes.
Once dressed, they assemble a flying boat called "The Flyboat" from classroom objects: a Frisbee for a body, magic marker caps as rocket exhausts, a marble, wheels, the mast, and a sheet of paper for the sail. Usually, the Wonder Pets encounter some sort of obstacle before leaving the classroom. The solution is invariably similar to the action they will need to take to save the animal in trouble.
When saving the animal, the Wonder Pets often fail on the first few attempts. Then the danger escalates, prompting Ming-Ming to once again sing, "This is se-wious!" Suddenly, the Wonder Pets remember how they solved the problem in the classroom and realize that the rescue has the same solution. Then they have to work together to achieve the rescue.
Once the animal is saved, a parent or other relative often comes out of nowhere to give grateful thanks to the Wonder Pets for saving its baby. The Wonder Pets celebrate with a celery snack, which the rescued animal's parent sometimes adds to with a bit of regional food, or they insist on a regional preparation. Then they fly back to the classroom. They wordlessly return to their cages until the next episode. The Flying boat smoothly disassembles by itself. Linny is always the last one to get back in her cage, and her cape and cap come off. The music style that has to do with the saving that day is played, as Linny takes a bite out of the celery in her cage and winks towards the camera as the closing credits begin.

Modes of transportationucture

 




File:Ming Ming Duckling.png

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Iphone for kids

Educational iPad Apps for Young Kids

iPad Educational Apps for Young Kids iPad is quickly gaining recognition as a premier piece of educational equipment. Schools are using the tools to teach, while parents are able to enlist the services of the iPad for homework assistance and basic learning for young tots. An ever-expanding market of apps designed exclusively for operation with the iPad offer educational opportunities in every subject imaginable, and this week we’ll take a look at five of the highest rated iPad educational apps.

Animal Preschool Animal PreSchool Word Puzzle
Price: $1.99
http://itunes.apple.com/us/app/animal-preschool-word-puzzles/id404284827?mt=8
Pre-school aged learners will have a ball with this visually-pleasing app designed to ease children into cognitive recognition. Adorably animated animals adorn the screen as children are prompted to match animal, letter and number outlines with coinciding silhouettes, acting as a virtual game of trying to fit the round peg in the appropriate hole. Other games encourage children to match photos of animals with their written names and animal sounds with the noise maker! This is a great purchase for parents of young children who want to enhance animal, letter and number recognition while keeping the process fun and engaging.

Wheels on the Bust Wheels on the Bus HD
Price: $1.99
http://itunes.apple.com/us/app/wheels-on-the-bus-hd/id371962250?mt=8
Each time that I review an app developed by the folks over at Duck Duck Moose, I’m impressed by the overall quality and educational value of the app. Wheels on the Bus is an interactive children’s book based on the song we all know, “Wheels on the Bus.” As your child flips through the pages, they’ll be able to manipulate elements within the screen’s animation, like honking the bus horn or swishing the windshield wipers. Parents can use Wheels on the Bus for an interactive story time, as the app prompts sing-alongs and the opportunity to record your child singing their very own version of this children’s classic.

12 in 1 Pre-School 12 in 1 Kids Pack
Price: $0.99
http://itunes.apple.com/us/app/preschool-12-in-1-kids-pack/id396911555?mt=8
This app really is a lot like pre-school in an app. Pre-school 12 in 1 Kids Pack holds true to its name by offering 12 different sections of learning to explore, which in the world of iPad apps, is a stellar value at a $0.99 price tag. From basic math, letter recognition, color recognition, sketching, first words and animal recognition, this app has a little bit of it all. Easy to operate functions are combined with bright, kid-friendly graphics to create an environment that encourages children to learn without the strife of forcing it. Fun is the basis of this app, as should be all learning!


Cookie Doodle Cookie Doodle
Price: $0.99
http://itunes.apple.com/us/app/cookie-doodle/id342128086?mt=8
Cookie Doodle is an iPad app that seems best used by the pre-school through third grade crowd as the app walks users through using a recipe to create virtual cookies, then baking and decorating their culinary creations. The educational value of this app comes into play with the recipe, where children are presented with a standard looking dough recipe featuring measurements and all. To complete the cookie dough, kids must properly choose the item for each ingredient listed, requiring them to think about which is more: one cup or one-half cup, count eggs and identify ingredients. The cookie decorating fun isn’t half bad, either!


NASA NASA App HD
Price: Free
http://itunes.apple.com/us/app/nasa-app-hd/id387310098?mt=8I’ve never known a kid who wasn’t completely fascinated with all things solar-system related when it came to that particular learning segment at school. This awesome app straight from the space people, NASA, gives kids a chance to explore space from their iPad. Stunning pictures are accompanied by highly detailed explanations, giving children a real life look into some incredible science.

Flashcards Deluze Flashcards Deluxe
Price: $3.99
http://itunes.apple.com/us/app/flashcards-deluxe/id307840670?mt=8Older kids will gain a tech-y study buddy with the purchase of Flashcards Deluxe for the iPad. This highly rated app allows children (or adults, for that matter) to create a set of customized flash cards to help enhance memory of any subject. Flashcards can be created on an external computer, within the app itself, or downloaded from Quizlet.com. My favorite feature of this app is its intuitive ability to provide additional focus on the cards that the learner is struggling with, which helps to ensure a well-rounded knowledge of thee subject. I sure remember making flashcards in school, and apps like this add an entirely new interactive technology element to the process!

Sentence Builder Sentence Builder
Price: $3.99
http://itunes.apple.com/us/app/sentence-builder-for-ipad/id364197515?mt=8Sentence Builder for iPad is designed to assist elementary school-aged children with learning the process of assembling grammatically correct sentences. A handy spinner function allows children to scroll through a choice of words to create a sentence that not only makes sense, but is properly formed. Whether your child is struggling with their English studies,
Best Kids Apps

WeetWoo for the iPhone and iPad

A fun and educational kid-safe video browsing app

Grade: A+ | Age rating: 3+ | Price: $1.99

weetwooWeetWoo offers one-stop parent-curated video browsing for kids. It’s the perfect antidote for all those questionable ads and skeevy YouTube videos you’d rather your little darlings didn’t see while looking for something educational and entertaining to watch.
Kids choose from among six channels that include Animals, Fun Shows, Learn, Music, People, and Places where the developers have listed hundreds of hours of kid-friendly programming with everything from funny kitten videos to a Discovery Education short biography of Ludwig van Beethoven.
download on itunes
What’s Hot:The app is very intuitive and easy to navigate and there’s a truly diverse selection of great videos. Within the animals category for example, your kids can choose from All about Birds, Coral Reefs, Ice Animals and many others. Each of these subcategories has up to 10 associated videos.
You can tell this app was parent designed because the videos average 2-4 minutes in length (just right for most kids’ short attention spans).
What’s Not:
Since the videos are all hosted on YouTube, you’re going to need a WiFi connection for them to load quickly (but the app works with just 3G too, if you’re patient). The video navigation is visual (like flipping pages). This keeps you on one page, but takes some getting used to. Finally videos burn battery life quickly, so charge up.
The Bottom Line:
One of the best kids’ apps in the iTunes store for parents looking for innocent entertainment for their kids. WeetWoo would be a bargain at twice this price.
We tested version 1.0, which is compatible with the iPhone (OS 3.0 or later). Developer Net Junky Research LLC. Read our disclosure policy.
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iPhone and a 2-year-old

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iPhone and a 2-year-old

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iPhone and a 2-year-old

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Kids laptops

One Laptop per Child
One Laptop per Child (OLPC) is a project of the One Laptop per Child Association, Inc. (OLPC), a U.S. non-profit organization. The organization is led by the Foundation's Chairman Nicholas Negroponte, and the Association's Chairman and Chief Executive Officer Rodrigo Arboleda Halaby. OLPC is a non-profit organization funded by member organizations such as AMD, eBay, Google, News Corporation, Red Hat, and Marvell. Its current focus is on the development, construction and deployment of the XO-1 laptop and its successors.                                                            
History
At the 2006 World Economic Forum in Davos, Switzerland, the United Nations Development Program (UNDP) announced it would back the laptop. UNDP released a statement saying they would work with OLPC to deliver "technology and resources to targeted schools in the least developed countries".[1]
The project originally aimed for a price of 100 US dollars. In May 2006, Negroponte told the Red Hat's annual user summit: "It is a floating price. We are a nonprofit organization. We have a target of $100 by 2008, but probably it will be $135, maybe $140."[2] A BBC news article in April 2010 indicated the price still remains above $200.
Mass production


OLPC XO-1 original design proposal
Intel was a member of the association for a brief period in 2007. It resigned its membership on 3 January 2008, citing disagreements with requests from OLPC's founder, Nicholas Negroponte, for Intel to stop dumping their Classmate PCs.[4][5]
Ivan Krstić (former OLPC Director of Security Architecture) resigned in late February 2008 because, he said, learning wasn't what the OLPC was about even for Negroponte (see quote below).[6][7] On April 22, 2008, Walter Bender, who was the former President of Software and Content for the OLPC project, stepped down from his post and left OLPC to found Sugar Labs. Bender reportedly had a disagreement with Negroponte about the future of the OLPC and their future partnerships.[6] Negroponte also showed some doubt about the exclusive use of open source software for the project[8] and made suggestions supporting a move towards adding Windows XP which Microsoft was in the process of porting over to the XO hardware.[9] Microsoft's Windows XP, however, is not seen by some as a sustainable operating system.[10] Microsoft announced on May 16, 2008, that they have let them have Windows XP for $3 per computer.[11] It would be offered as an option on XO-1 laptops and possibly be able to dual boot alongside Linux.[12]

OLPC XO-1 laptop in Ebook-Mode.
Charles Kane became the new President and Chief Operating Officer of the OLPC Association on May 2, 2008.[13][14] In late 2008, the NYC Department of Education began a project to purchase large numbers of XO computers for use by New York schoolchildren.[15]
Advertisements for OLPC began streaming on the video streaming website Hulu and others in 2008. One such ad has John Lennon advertising for OLPC, with an unknown voice actor redubbing over Lennon's voice.[16]
The 2008 economic downturn and increased netbook competition reduced OLPC's annual budget from $12 million to $5 million and a major restructuring resulted effective January 7, 2009. Development of the Sugar operating environment was moved entirely into the community, the Latin America support organization was spun out and staff reductions, including Jim Gettys, affected approximately 50% of the paid employees. The remaining 32 staff members also saw salary reductions.

Technology
The XO-1, previously known as the "$100 Laptop" or "Children's Machine", is an inexpensive laptop computer designed to be distributed to children in developing countries around the world,[19] to provide them with access to knowledge, and opportunities to "explore, experiment and express themselves" (constructionist learning).[20] The laptop is manufactured by the Taiwanese computer company Quanta Computer.
The rugged, low-power computers use flash memory instead of a hard drive, run a Fedora-based operating system and use the Sugar user interface.[21] Mobile ad-hoc networking based on the 802.11s wireless mesh network protocol allows students to collaborate on activities and to share Internet access from one connection. The wireless networking has much greater range than typical consumer laptops. The XO-1 has also been designed to be lower cost and much longer-lived than typical laptops.
Artical By:www.wikipedia

OLPC XO-2 design study (retired)
The laptops include an anti-theft system which can, optionally, require each laptop to periodically make contact with a server to renew its cryptographic lease token. If the cryptographic lease expires before the server is contacted, the laptop will be locked until a new token is provided. The contact may be to a country-specific server over a network or to a local, school-level server that has been manually loaded with cryptographic "lease" tokens that enable a laptop to run for days or even months between contacts. Cryptographic lease tokens can be supplied on a USB flash drive for non-networked schools.[22] The mass production laptops are also tivoized, disallowing installation of additional software or replacement of the operating system. Users interested in development need to obtain the unlocking key separately (most developer laptops for Western users already come unlocked). It is claimed that locking prevents unintentional bricking and is part of the anti-theft system.[23]
Microsoft developed a modified version of Windows XP and announced in May 2008 that Windows XP will be available for an additional cost of 10 dollars per laptop.
Criticism

An OLPC class in Ulaanbaatar, Mongolia

 Controversy regarding mission

OLPC's dedication to "Free and open source" was questioned with their May 15, 2008, announcement that large-scale purchasers would be offered the choice to add an extra cost, special version of the proprietary Windows XP OS developed by Microsoft alongside the regular, free and open Linux-based "Sugar" OS. James Utzschneider, from Microsoft, said that initially only one operating system could be chosen.[71][72] OLPC, however, said that future OLPC work would enable XO-1 laptops to dual boot either the free and open Linux/Sugar OS or the proprietary Microsoft Windows XP. Negroponte further said that "OLPC will sell Linux-only and dual-boot, and will not sell Windows-only [XO-1 laptops]". OLPC released the first test firmware enabling XO-1 dual-boot on July 3, 2008.[71][73][74][75][76]
OLPC's stated ethos that "It's an education project, not a laptop project" was contradicted according to Ivan Krstić, OLPC's former Director of Security Architecture.[77]
Negroponte and Charles Kane made statements explaining OLPC's decision to enable XO-1 laptops to dual-boot either open source Fedora or proprietary Microsoft Windows XP:
[Nicholas] Negroponte says that within OLPC, the open-source scrap had become a distraction. "I think that means and ends, as often happens, got confused," he says. "The mission is learning and children. The means of achieving that were, amongst others, open source and constructionism. In the process of doing that, open source in particular became an end in itself, and we made decisions along the way to remain very pure in open source that were not in the long-term interest of the project."
Nicholas Negroponte, May 2, 2008, [78]
"The OLPC mission is a great endeavor, but the mission is to get the technology in the hands of as many children as possible," [Charles Kane] said. "Whether that technology is from one operating system or another, one piece of hardware or another, or supplied or supported by one consulting company or another doesn't matter." "It's about getting it into kids' hands," he continued. "Anything that is contrary to that objective, and limits that objective, is against what the program stands for."
—Charles Kane, OLPC President and COO, May 2, 2008, [78]
Other discussions question whether OLPC laptops should be designed to promote anonymity or to facilitate government tracking of stolen laptops. A recent New Scientist article critiqued Bitfrost's P_THEFT security option, which allows each laptop to be configured to transmit an individualized, non

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Toys

A toy is any object that can be used for play. Toys are usually associated with children and pets. Playing with toys is training the young for their social role. Young chimpanzees use sticks as dolls - the social aspect is seen by the fact, that young females more often use a stick this way than young male chimpanzees.[1][2] They carry their chosen stick and put it in their nest. Such behaviour is also seen in some adult female chimpanzees, but never after they have become mothers.
It is not unusual for adults and some other animals to play with toys. An example of this is a dolphin being trained to nudge a ball through a hoop. Many items are designed to serve as toys, but goods produced for other purposes can also be used. For instance, a small child may pick up a household item and "fly" it through the air as to pretend that it is an airplane. Or, an animal might play with a pinecone by batting at it, biting it, chasing it, or by tossing it around. Another consideration is interactive digital entertainment, such as a video game. Some toys are produced primarily as collector's items and are intended for display only.
The origin of toys is prehistoric; dolls representing infants, animals, and soldiers, as well as representations of tools used by adults are readily found at archaeological sites. The origin of the word "toy" is unknown, but it is believed that it was first used in the 14th century.[3]
Toys, and play in general, are important when it comes to growing up and learning about the world around us. The young use toys and play to discover their identity, help their bodies grow strong, learn cause and effect, explore relationships, and practice skills they will need as adults. Adults use toys and play to form and strengthen social bonds, teach, remember and reinforce lessons from their youth, discover their identity, exercise their minds and bodies, explore relationships, practice skills, and decorate their living spaces.
History
Most young mammals have been observed to play with whatever they can find, turning such things as pinecones, rocks and food into toys. Toys and games have been unearthed from the sites of ancient civilizations. They have been written about in some of our oldest literature. Toys excavated from the Indus valley civilization (3000-1500 BCE) include small carts, whistles shaped like birds, and toy monkeys which could slide down a string.
The earliest toys were made from materials found in nature, such as rocks, sticks, and clay. Thousands of years ago, Egyptian children played with dolls that had wigs and movable limbs which were made from stone, pottery, and wood.[5] In Ancient Greece and Ancient Rome, children played with dolls made of wax or terracotta, sticks, bows and arrows, and yo-yos. When Greek children, especially girls, came of age it was customary for them to sacrifice the toys of their childhood to the gods. On the eve of their wedding, young girls around fourteen would offer their dolls in a temple as a rite of passage into adulthood.
progressed, toys also changed. Whereas ancient toys were made from materials found in nature like stone, wood, and grass modern toys are often made from plastic, cloth, and synthetic materials. Ancient toys were often made by the parents and family of the children who used them, or by the children themselves. Modern toys, in contrast, are often mass-produced and sold in stores.
This change in the nature of toys is exemplified by the changes that have taken place in one of the oldest and most universal of human toys; dolls. The earliest and most primitive dolls were simple wooden carvings and bundles of grass. Egyptian dolls were sometimes jointed so that their limbs could move realistically. By the early 19th century there were dolls that could say "mama".Today there are computerized dolls that can recognize and identify objects, the voice of their owner, and choose among hundreds of pre-programmed phrases with which to respond.[9] The materials that toys are made from have changed, what toys can do has changed, but the fact that children play with toys has not changed.

 Child development

Toys, like play itself, serve multiple purposes in both humans and animals. They provide entertainment while fulfilling an educational role. Toys enhance cognitive behavior and stimulate creativity. They aid in the development of physical and mental skills which are necessary in later life.
One of the simplest toys, a set of simple wooden blocks is also one of the best toys for developing minds. Andrew Witkin, director of marketing for Mega Brands told Investor's Business Daily that, "They help develop hand-eye coordination, math and science skills and also let kids be creative."Other toys like Marbles, jackstones, and balls serve similar functions in child development, allowing children to use their minds and bodies to learn about spatial relationships, cause and effect, and a wide range of other skills as well as those mentioned by Mr. Witkin.                          
Toys for infants often make use of distinctive sounds, bright colors, and unique textures. Through play with toys infants begin to recognize shapes and colors. Repetition reinforces memory. Play-Doh, Silly Putty and other hands-on materials allow the child to make toys of their own.
Educational toys for school age children of often contain a puzzle, problem-solving technique, or mathematical proposition. Often toys designed for older audiences, such as teenagers or adults demonstrate advanced concepts. Newton's cradle, a desk toy designed by Simon Prebble, demonstrates the conservation of momentum and energy.
Not all toys are appropriate for all ages of children. Some toys which are marketed for a specific age range can even harm the development of children in that range.

 



article by:www.wikipedia.org

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