Book picks similar to
Play to Learn: Everything You Need to Know about Designing Effective Learning Games by Sharon Boller
instructional-design
education
professional-development
non-fiction
Make It Stick: The Science of Successful Learning
Peter C. Brown - 2014
Good teaching, we believe, should be creatively tailored to the different learning styles of students and should use strategies that make learning easier. Make It Stick turns fashionable ideas like these on their head. Drawing on recent discoveries in cognitive psychology and other disciplines, the authors offer concrete techniques for becoming more productive learners.Memory plays a central role in our ability to carry out complex cognitive tasks, such as applying knowledge to problems never before encountered and drawing inferences from facts already known. New insights into how memory is encoded, consolidated, and later retrieved have led to a better understanding of how we learn. Grappling with the impediments that make learning challenging leads both to more complex mastery and better retention of what was learned.Many common study habits and practice routines turn out to be counterproductive. Underlining and highlighting, rereading, cramming, and single-minded repetition of new skills create the illusion of mastery, but gains fade quickly. More complex and durable learning come from self-testing, introducing certain difficulties in practice, waiting to re-study new material until a little forgetting has set in, and interleaving the practice of one skill or topic with another. Speaking most urgently to students, teachers, trainers, and athletes, Make It Stick will appeal to all those interested in the challenge of lifelong learning and self-improvement.
Breakpoint
Jon McGee - 2015
Fortunately, Jon McGee is an ideal guide through this dynamic marketplace. In Breakpoint, he argues that higher education is in the midst of an extraordinary moment of demographic, economic, and cultural transition that has significant implications for how colleges understand their mission, their market, and their management. Drawing from an extensive assessment of demographic and economic trends, McGee presents a broad and integrative picture of these changes while stressing the importance of decisive campus leadership. He describes the key forces that influence higher education and provides a framework from which trustees, presidents, administrators, faculty, and policy makers can address pressing issues in the aftermath of the Great Recession.Although McGee avoids endorsing one-size-fits-all solutions, he suggests a number of concrete strategies for handling prospective students and developing pedagogical practices, curricular content and delivery, and management structures. Practical and compelling, Breakpoint will help higher education leaders make choices that advance their institutional values and serve their students and the common good for generations to come.
How to Be Good at Performance Appraisals: Simple, Effective, Done Right
Dick Grote - 2011
One of a manager's toughest--and most important--responsibilities is to evaluate an employee's performance, providing honest feedback and clarifying what they've done well and where they need to improve. In How to Be Good at Performance Appraisals, Dick Grote provides a concise, hands-on guide to succeeding at every step of the performance appraisal process--no matter what performance management system your organization uses. Through step-by-step instructions, examples, do-and-don't bullet lists, sample dialogues, and suggested scripts, he shows you how to handle every appraisal activity from setting goals and defining job responsibilities to evaluating performance quality and discussing the performance evaluation face-to-face. Based on decades of experience guiding managers through their biggest challenges, Grote helps answer the questions he hears most often: -How do I set goals effectively? How many goals should someone set?-How do I evaluate a person's behaviors? Which counts more, behaviors or results? -How do I determine the right performance appraisal rating? How do I explain my rating to a skeptical employee?-How do I tell someone she's not meeting my expectations? How do I deliver bad news? Grote also explains how to tackle other thorny performance management tasks, including determining compensation and terminating poor performers. In accessible and useful language, How to Be Good at Performance Appraisals will help you handle performance appraisals confidently and successfully, no matter the size or culture of your organization. It's the one book you need to excel at this daunting yet critical task.
Designing Effective Instruction
Gary R. Morrison - 2000
Maintaining a careful balance between theory and application, the Fourth Edition presents a practical, easy-to-follow approach to instructional design that can be applied to K-12 classrooms, higher education, distance education, and business programs. The authors incorporate behavioral and cognitive approaches into their model, so that readers can reap the benefits of both.
The Adult Learner: The Definitive Classic in Adult Education and Human Resource Development
Malcolm Shepherd Knowles - 2005
As leading authorities on adult education and training, Elwood Holton and Dick Swanson have revised this edition building on the work of the late Malcolm Knolwes. Keeping to the practical format of the last edition, this book is divided into three parts. The first part contains the classic chapters that describe the roots and principles of andragogy, including a new chapter, which presents Knowles program planning model. The second part focuses on the advancements in adult learning with each chapter fully revised updated, incorporating a major expansion of Androgogy in Practice. The last part of the book will contain an updated selection of topical readings that advance the theory and will include the HRD style inventory developed by Dr. Knowles. This new edition is essential reading for adult learning practitioners and students and HRD professionals. It provides a theoretical framework for understanding the adult learning issues both in the teaching and workplace environments.
Mindstorms: Children, Computers, And Powerful Ideas
Seymour Papert - 1980
We have Mindstorms to thank for that. In this book, pioneering computer scientist Seymour Papert uses the invention of LOGO, the first child-friendly programming language, to make the case for the value of teaching children with computers. Papert argues that children are more than capable of mastering computers, and that teaching computational processes like de-bugging in the classroom can change the way we learn everything else. He also shows that schools saturated with technology can actually improve socialization and interaction among students and between students and teachers.
Writing Down the Bones: Freeing the Writer Within
Natalie Goldberg - 1986
In her groundbreaking first book, she brings together Zen meditation and writing in a new way. Writing practice, as she calls it, is no different from other forms of Zen practice--"it is backed by two thousand years of studying the mind." This edition includes a new preface and an interview with the author.
The Accidental Instructional Designer
Cammy Bean - 2014
Filled with her personal insights and tips, The Accidental Instructional Designer covers nearly every aspect of the e-learning design process, including understanding instructional design, creating scenarios, building interactivity, designing visuals, and working with SMEs. You'll learn all about the CBT Lady and how to avoid her instructional design mistakes. Along the way, you'll hear from a few other accidental instructional designers, get ideas for your own projects, and find resources and references to take your own practice to the next level. The Accidental Instructional Designer is perfect for the learning professional or instructional designer who is just getting started with e-learning--or the more experienced practitioner looking for new ideas. In addition to sharing proven techniques and strategies, this book: covers best practices and what to avoid when designing an e-learning program presents e-learning in action through various case studies shows how you can go from being an accidental instructional designer to an intentional one.
Leverage Leadership 2.0: A Practical Guide to Building Exceptional Schools
Paul Bambrick-Santoyo - 2018
As educational leaders around the world implement Leverage Leadership ideas, their collective stories have revealed a simple framework by which the seven levers may be implemented: See It, Name It, Do It. This book aligns classic Leverage Leadership principles with this proven framework to streamline implementation and help good leaders become great. Expert discussion and real-life success stories prove that effective leadership is not about innate charisma, charm, or personality--it's about how a leader uses their time.Aimed at all levels of school leadership, this book shows you what to do, and how and when to do it. The companion DVD includes 30 real-world videos that showcase effective leadership happening in our schools right now, and all templates, tools, and other professional development materials have been fully refreshed with a renewed focus on real-world implementation. Informational, inspirational, and highly motivational, this book explores both the separate components of success and what it looks like as a whole.Learn the core principles of effective leadership Understand what success looks like on the ground Practice the seven levers of leadership that allow transformational growth Adopt the tools and techniques that facilitate a schoolwide transformation Educational leaders from a diverse array of schools around the world have found unprecedented success using the key principles detailed in Leverage Leadership, and this book is inspired -- and informed -- by their stories. Leverage Leadership 2.0 is the practical resource school leaders need to start making real change happen today.
Reframing Organizations: Artistry, Choice, and Leadership
Lee G. Bolman - 1990
Their four frames view organizations as factories, families, jungles, and theaters or temples:The Structural Frame how to organize and structure groups and teams to get resultsThe Human Resource Frame how to tailor organizations to satisfy human needs, improve human resource management, and build positive interpersonal and group dynamicsThe Political Frame: how to cope with power and conflict, build coalitions, hone political skills, and deal with internal and external politicsThe Symbolic Frame how to shape a culture that gives purpose and meaning to work, stage organizational drama for internal and external audiences, and build team spirit through ritual, ceremony, and story
How to Make Sense of Any Mess: Information Architecture for Everybody
Abby Covert - 2014
It is easy to be overwhelmed by the amount of information we encounter each day. Whether at work, at school, or in our personal endeavors, there’s a deepening (and inescapable) need for people to work with and understand information. Information architecture is the way that we arrange the parts of something to make it understandable as a whole. When we make things for others to use, the architecture of information that we choose greatly affects our ability to deliver our intended message to our users. We all face messes made of information and people. I define the word “mess” the same way that most dictionaries do: “A situation where the interactions between people and information are confusing or full of difficulties.” — Who doesn’t bump up against messes made of information and people every day? This book provides a seven step process for making sense of any mess. Each chapter contains a set of lessons as well as workbook exercises architected to help you to work through your own mess.
Wikinomics: How Mass Collaboration Changes Everything
Don Tapscott - 2006
Today, encyclopedias, jetliners, operating systems, mutual funds, and many other items are being created by teams numbering in the thousands or even millions. While some leaders fear the heaving growth of these massive online communities, Wikinomics proves this fear is folly. Smart firms can harness collective capability and genius to spur innovation, growth, and success. A brilliant guide to one of the most profound changes of our time, Wikinomics challenges our most deeply-rooted assumptions about business and will prove indispensable to anyone who wants to understand competitiveness in the twenty-first century. Based on a $9 million research project led by bestselling author Don Tapscott, Wikinomics shows how masses of people can participate in the economy like never before. They are creating TV news stories, sequencing the human genome, remixing their favorite music, designing software, finding a cure for disease, editing school texts, inventing new cosmetics, or even building motorcycles. You'll read about: • Rob McEwen, the Goldcorp, Inc. CEO who used open source tactics and an online competition to save his company and breathe new life into an old-fashioned industry. • Flickr, Second Life, YouTube, and other thriving online communities that transcend social networking to pioneer a new form of collaborative production. • Mature companies like Procter & Gamble that cultivate nimble, trust-based relationships with external collaborators to form vibrant business ecosystems. An important look into the future, Wikinomics will be your road map for doing business in the twenty-first century.
Launch: Using Design Thinking to Boost Creativity and Bring Out the Maker in Every Student
John Spencer - 2016
They discover powerful skills—problem-solving, critical thinking, and imagination—that will help them shape the world’s future … our future. If that’s true, why isn’t creativity a priority in more schools today?Educators John Spencer and A.J. Juliani know firsthand the challenges teachers face every day: School can be busy. Materials can be scarce. The creative process can seem confusing. Curriculum requirements can feel limiting. Those challenges too often bully creativity, pushing it to the side as an “enrichment activity” that gets put off or squeezed into the tiniest time block. We can do better. We must do better if we’re going to prepare students for their future.LAUNCH: Using Design Thinking to Boost Creativity and Bring Out the Maker in Every Student provides a process that can be incorporated into every class at every grade level ... even if you don’t consider yourself a “creative teacher.” And if you dare to innovate and view creativity as an essential skill, you will empower your students to change the world—starting right now. Look, Listen, and LearnAsk Lots of QuestionsUnderstand the Problem or ProcessNavigate IdeasCreateHighlight What’s Working and FailingAre you ready to LAUNCH?"Required reading for every teacher who cares. A dramatic re-framing and a road map on how to rebuild our schools from the inside." —Seth Godin, author of Stop Stealing Dreams“All kids walk into school curious and creative. This book will help weave a path to ensure that these traits are not only maintained, but accentuated when those same students leave.” —George Couros, author of The Innovator’s Mindset“The LAUNCH framework John Spencer and A.J. Juliani present has the potential to dramatically change classrooms to be more engaging, student centric, and most of all, fun!” —Dr. Jackie Gerstein, online faculty for master’s degree programs in educational technology“This book, crafted by John and A.J., provides educators with a series of actionable steps regarding design thinking, while simultaneously dispelling common myths and dissolving perceived roadblocks to success.” —Sarah Thomas, regional technology coordinator, founder of #EduMatch
Agile Game Development with Scrum
Clinton Keith - 2010
It's no wonder so many development studios are struggling to survive. Fortunately, there is a solution. Scrum and Agile methods are already revolutionizing development outside the game industry. Now, long-time game developer Clinton Keith shows exactly how to successfully apply these methods to the unique challenges of game development. Keith has spent more than fifteen years developing games, seven of them with Scrum and agile methods. Drawing on this unparalleled expertise, he shows how teams can use Scrum to deliver games more efficiently, rapidly, and cost-effectively; craft games that offer more entertainment value; and make life more fulfilling for development teams at the same time. You'll learn to form successful agile teams that incorporate programmers, producers, artists, testers, and designers--and promote effective collaboration within and beyond those teams, throughout the entire process. From long-range planning to progress tracking and continuous integration, Keith offers dozens of tips, tricks, and solutions--all based firmly in reality and hard-won experience. Coverage includes Understanding Scrum's goals, roles, and practices in the context of game development Communicating and planning your game's vision, features, and progress Using iterative techniques to put your game into a playable state every two to four weeks-- even daily Helping all team participants succeed in their roles Restoring stability and predictability to the development process Managing ambiguous requirements in a fluid marketplace Scaling Scrum to large, geographically distributed development teams Getting started: overcoming inertia and integrating Scrum into your studio's current processes Increasingly, game developers and managers are recognizing that things can't go on the way they have in the past. Game development organizations need a far better way to work.
Agile Game Development with Scrum
gives them that--and brings the profitability, creativity, and fun back to game development.
Reclaiming Conversation: The Power of Talk in a Digital Age
Sherry Turkle - 2015
And yet we have sacrificed conversation for mere connection. Preeminent author and researcher Sherry Turkle has been studying digital culture for over thirty years. Long an enthusiast for its possibilities, here she investigates a troubling consequence: at work, at home, in politics, and in love, we find ways around conversation, tempted by the possibilities of a text or an email in which we don’t have to look, listen, or reveal ourselves. We develop a taste for what mere connection offers. The dinner table falls silent as children compete with phones for their parents’ attention. Friends learn strategies to keep conversations going when only a few people are looking up from their phones. At work, we retreat to our screens although it is conversation at the water cooler that increases not only productivity but commitment to work. Online, we only want to share opinions that our followers will agree with – a politics that shies away from the real conflicts and solutions of the public square. The case for conversation begins with the necessary conversations of solitude and self-reflection. They are endangered: these days, always connected, we see loneliness as a problem that technology should solve. Afraid of being alone, we rely on other people to give us a sense of ourselves, and our capacity for empathy and relationship suffers. We see the costs of the flight from conversation everywhere: conversation is the cornerstone for democracy and in business it is good for the bottom line. In the private sphere, it builds empathy, friendship, love, learning, and productivity. But there is good news: we are resilient. Conversation cures. Based on five years of research and interviews in homes, schools, and the workplace, Turkle argues that we have come to a better understanding of where our technology can and cannot take us and that the time is right to reclaim conversation. The most human—and humanizing—thing that we do. The virtues of person-to-person conversation are timeless, and our most basic technology, talk, responds to our modern challenges. We have everything we need to start, we have each other.