Geometry.Net - the online learning center
Home  - Basic_F - Flight Simulation Activities Teach
e99.com Bookstore
  
Images 
Newsgroups
Page 3     41-60 of 86    Back | 1  | 2  | 3  | 4  | 5  | Next 20
A  B  C  D  E  F  G  H  I  J  K  L  M  N  O  P  Q  R  S  T  U  V  W  X  Y  Z  

41. SECTION 1 : Design Issues
Using supplementary activities with computerized business simulations to develop Through simulation games an interdisciplinary teachinglearning
http://www.simulations.co.uk/sagset/vol01.htm

Volume 1 Developing Transferable Skills in Education and Training
Simulation game design prescriptions from cognitive psychology Sivasailam Thiagarajan
  • ABSTRACT
Cognitive psychologists explore transfer of training variables by comparing the differences in the behaviours of expert and novice problem solvers. Their analyses suggest that experts are less likely to be distracted by irrelevant surface differences among problem situations and more likely to concentrate on the critical deep structure variables. Transfer of training from simulation games can be enhanced by a systematic analysis to identify critical deep-structure variables and irrelevant distractors and by incorporating them in the underlying simulation model. The simulation game should also permit repeated practice in discriminating between these two types of factor. The art of getting more transferable skill mileage from a simulation Peter November
  • ABSTRACT
If we regard the technical side of a simulation, that is its design and running characteristics, as the science of simulation, the art of using a simulation in a training context is the way in which a simulation is used to develop transferable skills. A given simulation can usually be used in many different ways. The purpose of this chapter is to address the question of how the training value of a simulation can be extended by how it is used rather than by changing the simulation itself. An example is given which illustrates the process: the ability of a business simulation to develop transferable skills was considerably extended without changing the simulation itself. General conclusions are given which could apply to other simulations.

42. Model Technology Integration In Afterschool - Missouri 4-H After School Computer
In the case of the flight simulation example, VISTAs and educators can help the They testify that their learning was fun, their activity was about
http://www.youthlearn.org/afterschool/ComputerLabsProject2.htm
Model Technology Integration in Afterschool
After School Computer Labs Project
About the Program
More Information
In Conversation with
Bill Pabst
(Missouri 4-H Educational Technology Specialist),
Steve Henness
(Missouri 4-H VISTA Program Coordinator)
[Columbia, Missouri]
http://4h.missouri.edu/

4-H Community Youth Development VISTA Program
[Columbia, Missouri]
http://4h.missouri.edu/

go/programs/vista/
Website
http://4h.missouri.edu/go/ projects/computer/labs/
Challenges:
  • Managing and updating hardware and software Sustaining volunteer-driven programs "Recruiting, orienting, and retaining educators, parents, and high-school and college students who serve as volunteers is challenging. Volunteers have to manage their valuable time well in order to maintain the computer labs." Finding funding opportunities Evaluating and selecting quality computer games of high educational value "Some educators allow youth to freely play any kind of game in the labs. For example, a game in which the player is the first-person-shooter tends to have a negative influence on youth development." Cultivating a consistent program structure "Some educators employ too much structure for a recreational program because they discount the value of having a less structured recreational program, which is the foundation for our higher level of program. Others sometimes implement insufficient structure in the program and do not challenge the participants to think about academic learning. To balance the degree of program structure, training is necessary."

43. Seductions Of Sim
Even flight simulation has crossed over to become home entertainment. Indeed,to think of simulation games as mere entertainment or even as teaching
http://www.princeton.edu/~starr/17star.html
Readers may redistribute this article to other individuals for noncommercial use, provided that the text and this notice remain intact. This article may not be resold, reprinted, or redistributed for compensation of any kind without prior written permission from the author. If you have any questions about permissions, please contact The American Prospect , P.O. Box 383080, Cambridge, MA 02238, or by phone at (617) 547- 2950. Preferred Citation : Paul Starr, "Seductions of Sim: Policy as a Simulation Game," The American Prospect no. 17 (Spring 1994): 19-29. S eductions O f S im Policy as a Simulation Game P aul S tarr S tanding around the computer, my two older daughters, nine and eleven years old, scan the picture of the city we're creating and debate whether it needs more commercial or residential development. My six-year-old son suggests we look at the city budget. In just a few weeks he has learned enough to ask the critical question: "What's the cash flow?" This is SimCity, one of a series of computer simulations that turn public policy and ideas into popular entertainment. With the advent of dramatically improved graphics and powerful, low-cost multimedia computers, a new generation of "edutainment" software has finally begun to fulfill the long-touted promise of computers in education. Most of the new programs use interactive multimedia to make games out of traditional subjects such as arithmetic or geography. In MathBlasters, for example, children solve math problems in order to fuel up a rocket and find a villain in outer space.

44. PMDG - Award Winning Simulation Software And More
For pleasure he is teaching his wife, Marisa, to fly, he is a vintage aircraft Marc s work on PMDG airliners is well known within the flight simulation
http://www.precisionmanuals.com/html/about.htm
Welcome to Precision Manuals Development Group - Established 1997 PMDG is a small software company headquartered in northern Virginia, U.S. We currently employ 9 members from all over the world who all share a passion for flight simulation. In nearly 7 years of business, PMDG has come a long way from initially producing detailed manuals to developing complete airliner simulations today. Please join us, as we enter a new era in the company's history with the release of our Next Generation Simulation Software. PMDG Members Captain Robert S. Randazzo
Founder and Senior Developer Robert S. Randazzo Marc Harrington Lefteris Kalamaras
Lead Developer / Programmer Lefteris Kalamaras joined PMDG more than four years ago and has become a key player in the development of PMDG's advanced airliner simulations. Lefteris holds a degree in Computer Science and Finance and resided in the U.S. for ten years while working on the software and network consulting business in New York City. Lefteris currently resides in Athens, Greece where runs his own consulting business while also serving as Lead Developer for PMDG's airliner simulations. Lefteris holds a Private Pilot's License, with a "type-rating" on TB-9's <grin>. Lefteris has a son and a daughter.

45. Xbox.com :: Xbox Solution: Choosing A Genre
Platform games are a simple way to teach kids problemsolving skills as well Microsoft s flight Simulator is probably the most well-known game in the
http://www.xbox.com/en-US/xboxsolution/040129.htm
International My Account Home Games ... Forum

Xbox Solution:
Choosing a Genre
Video games have become a common gift for people of all ages. However, if you’re giving the game to a child, you’ll want to make sure you choose an appropriate title. We cover the most common genres below. Most games, however, fall under more than one genre, and new genres and variations are developing every day.
First-Person Shooters (FPS): In these games, you have the first-person perspective, as if you were looking through the eyes of the main character. This is one of the most popular genres available for the Xbox. Halo® is possibly the most well known, but there are several other fine choices available. Nowadays, FPS games have intricate stories that will keep you interested until the end of the game. Keep in mind that most of these games may be violent. If you are unsure whether the title is appropriate, rent it and play it yourself first.
Roleplaying Games (RPG): The player takes the role of one of the main characters. Other characters often help the hero. The hero has certain skills such as speed, strength, magical powers, and morale, which develop during gameplay. RPG games are story driven, and goals include (but are not limited to) finishing a quest, leveling up, defeating an evil power by finding and using an important artifact, or saving someone/something from danger or peril.
Phantasy Star Online Roleplaying games can be played either from a first-person or a third-person perspective. The point of view usually changes as the action occurs to and/or around the character. The battle between good and evil is usually the central theme. Fighting and solving puzzles are both present in this genre. MMORPGs (Massive Multiplayer Online Roleplaying Games) are basically the same as RPGs except that they are usually played over an Internet connection with many other players.

46. IMEJ Article - Simulation Game For Peach Retail Ordering Systems
It can be used as a teaching tool by marketing, postharvest engineering and For similar reasons, pilots use flight simulators to gain skills that would
http://imej.wfu.edu/articles/2004/1/03/index.asp

Introduction
Review of Literature Methodology The Game ... Printer-friendly version
Simulation Game for Peach Retail Ordering Systems
Deepak Aggarwal University of Georgia
Stanley E. Prussia
University of Georgia
Wojciech J. Florkowski University of Georgia
Don Lynd
AMS, United States Dept. of Agriculture Abstract
About the authors...
1. Introduction
Decisions by produce managers determine the quality and availability of fresh produce at retail stores. Fresh produce enters a supply chain where it is grown and flows through various links to retailers and on to consumers. Quality is lowered when excess product is ordered and held at retail for several days before being sold. Equally critical are empty shelves that result if insufficient quantities are ordered. Produce managers at retail stores would benefit from continuing education that increases their understanding of supply-chain system concepts. Likewise, students need to learn practical aspects of supply chain management. A result of a training tool would be enhanced understanding of the needed ordering skills for increasing the probability of uninterrupted supply, minimum losses, and increased profits.
The objective of the project presented in this paper was to develop a computer game that simulated the ordering of fresh produce by retailers. Specifically, the game should simulate some of the critical elements of postharvest supply chains for fresh produce as faced by managers of produce departments in retail outlets. The game should meet the objective using uncomplicated rules within a simple, but realistic situation. The game should be well-paced and interactive to engage players.

47. IMEJ Article - Simulation Game For Peach Retail Ordering Systems
For similar reasons, pilots use flight simulators to gain skills that would be Sterman (2000) pioneered the use of games in teaching the complexities of
http://imej.wfu.edu/articles/2004/1/03/printver.asp
Simulation Game for Peach Retail Ordering Systems
Deepak Aggarwal University of Georgia
Stanley E. Prussia
University of Georgia
Wojciech J. Florkowski University of Georgia
Don Lynd
AMS, United States Dept. of Agriculture Abstract
1. Introduction

Decisions by produce managers determine the quality and availability of fresh produce at retail stores. Fresh produce enters a supply chain where it is grown and flows through various links to retailers and on to consumers. Quality is lowered when excess product is ordered and held at retail for several days before being sold. Equally critical are empty shelves that result if insufficient quantities are ordered. Produce managers at retail stores would benefit from continuing education that increases their understanding of supply-chain system concepts. Likewise, students need to learn practical aspects of supply chain management. A result of a training tool would be enhanced understanding of the needed ordering skills for increasing the probability of uninterrupted supply, minimum losses, and increased profits.
The objective of the project presented in this paper was to develop a computer game that simulated the ordering of fresh produce by retailers. Specifically, the game should simulate some of the critical elements of postharvest supply chains for fresh produce as faced by managers of produce departments in retail outlets. The game should meet the objective using uncomplicated rules within a simple, but realistic situation. The game should be well-paced and interactive to engage players.

48. AvKids.com
The AvKids Aviation activities Guide Teachers Resource now can help teachersmeet their Microsoft flight Simulator AvKids Added To Microsoft flight
http://www.avkids.com/
Search the AvKids database of books related to aviation.
Advanced Search

Smart Parts

Learn the different parts of an airplane and what each part is used for. Flash Memory Match
Match each airplane shape with its partner. (Hint: Look for the same color!) Java Plane Slide-Puzzle
Scramble and solve two slide puzzles of a Mooney Bravo and a Cessna 650. Java
New AvKids Book Teaches Children About Aviation
Authored by Cassandra J. Bosco and Robert A. Searles, and illustrated by Mike Perry, The Flying Office is designed to teach elementary-school children about business aviation, the uses of business aircraft and aviation careers. Colorful illustrations and photos show a range of business aviation scenes, which accompany engaging stories about how aviation helps businesses and everyday people. The book also includes an introduction to the forces of flight and the parts of an airplane, as well as a glossary of aviation terms.
Download the book (PDF, 1.5 MB)
. PDF copies of The Flying Office are available at no charge to teachers and other interested parties.

49. Andrew Martin
simulation/games are a wellestablished mode of teaching and learning, They can be considered to be flight simulators for business .
http://www.hear-see-do.com/AM/simulation_overview.asp
Andrew Martin MA (Cambridge) Dip Mgmt Studies
Senior Lecturer in Computing and Information Systems About me
Career
Publications
(search)
Research ... Administration For students
Project guidance
CBS support MSOR support Business simulations
The MIS Game

Introduction

Contract and Construct

Information Systems Project Management Simulation
...
The MIS Game
Business simulation / games
Introduction
Simulation/games are a well-established mode of teaching and learning, attracting significant attention since the 1960's. There are many types and applications of management games of which simulations are one; they are nowhere better described than in Elgood (1997). Simulations can be used to transfer functional knowledge, and, equally importantly, to provide an experiential 'feel' for and an holistic view of a subject area in a way which cannot be achieved by other methods. 'Some things cannot easily be learned by reading, writing or thinking about them. You may have to do them as well' (Gibbs and Habeshaw, 1989). They can be considered to be 'flight simulators for business'. They can also be used for more personal skills development such as team building, communication and negotiation.
I hear and I forget; I see and I remember; I do and I understand

50. Attention Deficit » Neurofeedback As A Teaching Tool
Clinical feedback using abstract games or graphs to teach control of being performed at NASA and integrated into their flight simulator program.
http://www.playattention.com/attention-deficit/articles/neurofeedback-as-a-teach
@import url( http://www.playattention.com/attention-deficit/wp-style/wp-default/style.css );
Attention Deficit
Neurofeedback as a Teaching Tool Categories:
Why is Play Attention Different?
Dr. Olafur Palsson , Psy.D. Associate Professor of Medicine, University of North Carolina at Chapel Hill, and one of the NASA developers of similar technology, states, “The Play Attention system is in my opinion uniquely appealing because it simultaneously addresses three different factors that can inhibit healthy learning and concentration. It trains basic mental skills that underlie the ability to complete school-related tasks; it systematically monitors and reduces attention-incompatible behaviors; and it encourages the type of brain activity that is known from research to be associated with good concentration. This multi-faceted approach goes far beyond the scope of most brainwave biofeedback training. All of this is furthermore packaged into a training format that is self-esteem building for the learner and well suited for use in educational and home settings.” Play Attention is a comprehensive teaching/learning system developed by a teacher for students struggling with attention problems and the cognitive deficits typically associated with focusing difficulties. In use worldwide and in over 300 school systems in the United States alone, Play Attention has quickly captured the attention of educators looking for an educational intervention.

51. ASU Research E-Magazine: A Dose Of Reality
A magazine of scholarship and creative activity at Arizona State University But in the world of flight simulation, the task of creating realistic
http://researchmag.asu.edu/articles/humanfactor3.html
A Dose of Reality
A magazine of scholarship and creative activity at Arizona State University Go to:
Home Page

Social Sciences
Psychology Related ASU Research Stories
The Human Factor (feature)
Appetite for Flight (sidebar) Related ASU Web Sites
Department of Applied Psychology
search tips
Publication Date: Winter 2004 But in the world of flight simulation, the task of creating realistic computer-animated backdrops and textures is often more complicated than simply adding a dose of realism to the screen. Flight simulators are an essential training tool for pilots of commercial jets and military aircraft. The machines are used to teach basic flying skills to novices and to test the skills of experienced pilots in emergency situations. During his research, Gray studies the ability of simulator operators to estimate the rate at which they will collide with objects (time-to-collision), and how well they judge altitude. He has learned that performance in these areas is greatly impacted by the types of texture applied to objects on the screen. But, even today, because the amount of memory required to add texture to a program is immense, flight simulators still lack realism.

52. ASU Research E-Magazine: A Dose Of Reality
In the world of flight simulation, the task of creating realistic A magazineof scholarship and creative activity at Arizona State University
http://researchmag.asu.edu/stories/humanfactor3.html
A magazine of scholarship and creative activity at Arizona State University Go to:
Home Page

Printer-friendly Version

Social Sciences
Psychology Related ASU Research Stories
The Human Factor (feature)
Appetite for Flight (sidebar) Related ASU Web Sites
Department of Applied Psychology
search tips
Publication Date: Winter 2004
A Dose of Reality
But in the world of flight simulation, the task of creating realistic computer-animated backdrops and textures is often more complicated than simply adding a dose of realism to the screen. Flight simulators are an essential training tool for pilots of commercial jets and military aircraft. The machines are used to teach basic flying skills to novices and to test the skills of experienced pilots in emergency situations. During his research, Gray studies the ability of simulator operators to estimate the rate at which they will collide with objects (time-to-collision), and how well they judge altitude. He has learned that performance in these areas is greatly impacted by the types of texture applied to objects on the screen. But, even today, because the amount of memory required to add texture to a program is immense, flight simulators still lack realism.

53. Can Neurobiology Teach Us Anything About Consciousness?
If I am right, and certain patterns of brain activity are the reality behind As with flight Simulator, if you want to know about consciousness and its
http://www.ecs.soton.ac.uk/~harnad/Papers/Py104/church.neuro.html
Can Neurobiology Teach us Anything about Consciousness?
Patricia Smith Churchland
University of California, San Diego
Salk Institute
I Introduction:
Human nervous systems display an impressive roster of complex capacities, including the following: perceiving, learning and remembering, planning, deciding, performing actions, as well as the capacities to be awake, fall asleep, dream, pay attention, and be aware. Although neuroscience has advanced spectacularly in this century, we still do not understand in satisfying detail how any capacity in the list emerges from networks of neurons. We do not completely understand how humans can be conscious, but neither do we understand how they can walk, run, climb trees or pole vault. Nor, when one stands back from it all, is awareness intrinsically more mysterious than motor control. Balanced against the disappointment that full understanding eludes us still, is cautious optimism, based chiefly on the nature of the progress behind us. For cognitive neuroscience has already passed well beyond what skeptical philosophers once considered possible, and continuing progress seems likely. In assuming that neuroscience can reveal the physical mechanisms subserving psychological functions, I am assuming that it is indeed the brain that performs those functions that capacities of the humans mind are in fact capacities of the human brain. This assumption and its corollary rejection of Cartesian souls or spirits or "spooky stuff" existing separately from the brain is no whimsy. On the contrary, it is a highly probable hypothesis, based on evidence currently available from physics, chemistry, neuroscience and evolutionary biology. In saying that physicalism is an hypothesis, I mean to emphasize its status as an empirical matter. I do not assume that it is a question of conceptual analysis, a priori insight, or religious faith, though I appreciate that not all philosophers are at one with me on this point.

54. Flight Simulator Demonstrations
and Sutherland ESIG 500 is located in the flight simulation Lab at the BeckmanInstitute. The simulator is used primarily for research and teaching.
http://ness2.uic.edu/UI-Service/programs/UIUC236.html
Home Public Service Programs For Prospective Students For Educators ... Site Index
Public Service Activities
Flight Simulator Demonstrations
A world-class flight simulator, the Evans and Sutherland ESIG 500 is located in the Flight Simulation Lab at the Beckman Institute. The simulator is used primarily for research and teaching. Demonstrations of the simulator are provided for faculty from other universities and for government officials, and is a popular stop for people of all ages who are touring the Beckman Institute.
For Further Information
Home Page: http://www.aviation.uiuc.edu/ C. Elaine McCoy, Ph.D. Director
m/c 394
One Airport Road
Savoy, IL 61874 Voice: Fax: Email: emccoy@uiuc.edu Jonathan Sivier Programmer
Beckmann Institute m/c 604
5 The Summitt
Champaign, IL 61820 Voice: Email: j-sivier@uiuc.edu
Notes
Geographic Areas Served:
  • State of Illinois
Program Activity Types:
  • Service
Program Duration: Up to 1 day
Program Frequency: On-going
University of Illinois
Chicago Campus Springfield Campus Urbana-Champaign Campus

55. Role Play Simulation For Teaching And Learning
Use of RolePlay Simulations in Teaching link broken - was available at They give us great control over the activities of our students.
http://www.roleplaysim.org/papers/default.asp?Topic=toc5

56. Annenberg Scholars Program
This approach encourages teaching through examples, exciting activities, their eyes just migrate to the flight simulator in the far corner of the room.
http://semaa.livingstone.edu/roboteams/Annenberg.htm
Annenberg Scholars Program
Teachable Moments Team Websites Project Tools Web Resources PowerPoint Docs How We Created Teachable Moments in the Robotics Program by Jack Heath, LSC

57. ICampus: Reports To The President 2002-2003
We ve been working to develop tools that teach web services designed to The Microsoft flight Simulator is integrated into nearly every course in the
http://web.mit.edu/annualreports/pres03/08.16.html
iCampus
In This Report iCampus Research Learning Web Services Reinventing the Classroom with Educational Technology Overview of Other Faculty Research ... Student Projects The five-year, $25 million iCampus alliance of Microsoft Research (MSR) with MIT was established in October 1999 to create and demonstrate technologies that produce revolutionary IT-enabled teaching models and improved educational tools for higher education. This strategic initiative is managed by MSR University Relations, whose mission is to build world-class partnerships with key universities and establish Microsoft as a leading technology partner for higher education. Now completing its third year, iCampus has provided $9 million to fund 23 faculty research projects and 20 student-run projects. As a measure of iCampus' impact at MIT, the iCampus projects have involved 96 courses with a combined enrollment of over 5,000 students. Over 300 MIT researchers, including 20 percent of all MIT engineering faculty and instructors, have worked on iCampus research projects. Beyond MIT, about 30 other universities and 13 companies have been involved in collaboration resulting from iCampus projects, and MIT researchers have interacted with a dozen Microsoft product groups. Approximately 50 articles about iCampus projects have appeared in newspapers and magazines.

58. Water Cooler Games - Education Arcade, Day 2
Combat flight Simulator is a good example (teaches learning under pressure). If you want games to teach, says Buckingham, you first have to teach them
http://www.watercoolergames.org/archives/000143.shtml
a forum for the uses of videogames in advertising politics education and other everyday activities , outside the sphere of entertainment
ABOUT
About This Site
RSS Feed
Ian Bogost
(editor)
Gonzalo Frasca
(editor)
SPONSORS
ADVERTISERS

Education Arcade, day 2
May 11, 2004 - by Ian Bogost Educational Games Today the Education Arcade conference continued. As I did yesterday, I'll try to summarize the day as best I can. Once again, I am only going to cover the presentations here; I will offer my own comments on the conference and the issues it raised later. Today's session ended with a great conversation between Will Wright and Henry Jenkins, so even if you don't read the rest of my summary, you should read that. KEYNOTE
"Changing the Face of Education with Computer and Video Games"
Tom Kalinske (CEO, LeapFrog Enterprises)
How can video games can do a better job? It is possible to increase sales and profits with educational games, and have a positive social impact. Video Games are a trojan horse a way to get better educational content into the home. Kalinske shared a series of 6th grade history tests with amusing, yet disturbing factual errors. NAEP scores in reading and math have not really improved over 30 years, despite billions of dollars spent in K-12 education. Only 30% of 4th graders are proficient readers, 26% proficient in math, 18% proficient in history, and the USA ranks significantly lower than other nations in science and math achievement. 42 million adults in the US are "functionally literate," meaning that they can't read the front page of the newspaper.

59. Networked_performance: Games-Language
For them, these flight simulators were not an alternative to giving someone a People try to do this, for example, using games like SimCity to teach kids
http://www.turbulence.org/blog/archives/001075.html
an open forum to discuss network-enabled performance for an international conference in 2006
links
34 North 118 West Active Ingredient ADaPT Adrift ...
Main
July 01, 2005
Games-Language
An interview with Noah Wardrip-Fruin
Noah Wardrip-Fruin is a digital media writer, artist, and scholar. His writing/art work creates new experiences of reading through bodily interaction, algorithmic recombination, and exploration of the potential of the network as more than a delivery mechanism. This work has been presented by galleries, arts festivals, scientific conferences, DVD magazines, and the Whitney and Guggenheim museums. As a scholar he has recently edited two books: The New Media Reader (2003, with Nick Montfort) and First Person: New Media as Story, Performance, and Game (2004, with Pat Harrigan), both from MIT Press. Wardrip-Fruin has taught writing for digital media in Brown University's Literary Arts program, New York University's Graduate Film and Television program, and the Summer Literary Seminars of Saint Petersburg, Russia. His work is discussed in Information Arts Digital Art (2003), and

60. LIS 519 - Simulations
Simulations teach or communicate by letting participants explore different solutions activities is the false notion that all simulations are games.
http://informatics.buffalo.edu/faculty/ellison/Syllabi/519Complete/formats/simul
~~ Simulations ~~
The Medium Definition
Simulation is a learning process, which involves participants in role
abstractions, simplifications, or presentations representing real-life
social, physical, or biological situations, processes or environments.
A simulation permits a person to become a working member of a
system, setting goals and objectives, processing and analyzing infor-
mation, and developing policies for further activity. A simulation is
a substitute, model system which presents certain features of the real
world in learning activities.
Brief History Theoretically, the history of simulations predates written history.
Various ancient games were attempts to simulate real-life activities, most notably war. In the Middle Ages, the development of chess was a crude attempt to simulate battle between two nations. Prussia pioneered modern war-gaming with "Neue Kriegsspiel" at the begin- ning of the 19 th century. The chess board was replaced by maps and terrain models, and pieces representing infantry, artillery, and cavalry units were used to simulate combat. The value of this technique for

A  B  C  D  E  F  G  H  I  J  K  L  M  N  O  P  Q  R  S  T  U  V  W  X  Y  Z  

Page 3     41-60 of 86    Back | 1  | 2  | 3  | 4  | 5  | Next 20

free hit counter