Book picks similar to
Achievement Relocked: Loss Aversion and Game Design by Geoffrey Engelstein
game-design
games
non-fiction
psychology
How to Get Back Up: A Memoir of Failure & Resilience
Neil Pasricha - 2018
We all fall. We all need to know how to get back up. Few know this better than New York Times best-selling author Neil Pasricha. For the first time, he tells his story and shows you how.Before selling over a million copies of his Book of Awesome series and touring the world to teach Fortune 500 CEOs, Ivy league deans, and members of the royal family how to unlock a positive mind-set, Pasricha's life hit rock bottom.He flamed out of his dream job and then racked up $300,000 of debt as a failed entrepreneur. He lost his best friend to suicide and his wife to divorce - in the same week. And then there were his own demons - the hang-ups, anxieties, and bouts of self-doubts that plagued him from adolescence.And yet, inch by inch, Neil learned how to get back up. And you can, too.
Battle Hymn of the Tiger Teachers: The Michaela Way
Katharine Birbalsingh - 2019
In this book, over 20 Michaela teachers explore controversial ideas that improve the lives of pupils from disadvantaged backgrounds. Michaela is blazing a trail in education, defying many of the received notions about what works best in schools.Michaela teachers, from founders to classroom teachers to senior leaders, lead readers through different aspects of what makes Michaela unique. The school gets hundreds of visitors a year. So many ask: what's the secret? But the reality is that it isn't only one thing that makes Michaela work.This book raises challenging questions for teachers and school leaders about how they see education. How can we help new Year 7 pupils get their bearings in secondary school quickly? How do we teach pupils to remember rather than forget what they've learned? How do didactic teaching, drill and memorisation boost motivation and academic achievement? How do we get pupils to be considerate, kind and caring to each other? How do we make lunchtime a calm, happy time every day? How do we ensure new teachers are just as respected as veteran teachers? How can we ensure the weakest readers do the most reading rather than the least? How can we make sure all teachers love teaching in our schools, and want to stay in teaching? How can we prevent teachers from overworking and burning out? What do we do about parents that push back against the school's rules? These questions cut to the core of how we educate and how we see the world.
Fun Inc.: Why games are the 21st Century's most serious business
Tom Chatfield - 2010
Fun Inc. dispels these misconceptions, revealing that 40 per cent of all video game players are women, that most of the bestselling console games of all time involve no real-world violence at all, and how World of Warcraft's online community of over 12 million players is changing our understanding of what it means to be sociable in the modern world.But understanding games means a lot more than simply challenging stereotypes. Find out why the South Korean government will invest $200 billion into its video games industry over the next 4 years and how games are used to train the US Military, to model global pandemics and to campaign against human rights abuses in Africa.Game worlds are creating a new science of mass engagement that is starting to transform our understanding of economics, business and communications. Whether you like video games or loathe them, Fun Inc. will show you that you cannot ignore them.
House of Music: Raising the Kanneh-Masons
Kadiatu Kanneh-Mason - 2020
Killing Monsters: Our Children's Need For Fantasy, Heroism, and Make-Believe Violence
Gerard Jones - 2002
From Pokémon to the rapper Eminem, pop-culture icons are not simply commercial pied pipers who practice mass hypnosis on our youth. Indeed, argues the author of this lively and persuasive paean to the power of popular culture, even trashy or violent entertainment gives children something they need, something that can help both boys and girls develop in a healthy way. Drawing on a wealth of true stories, many gleaned from the fascinating workshops he conducts, and basing his claims on extensive research, including interviews with psychologists and educators, Gerard Jones explains why validating our children's fantasies teaches them to trust their own emotions and build stronger selves.
Educating Ruby: What our children really need to learn
Guy Claxton - 2015
It is for everyone who cares about education in an uncertain world and explains how teachers, parents and grandparents can cultivate confidence, curiosity, collaboration, communication, creativity, commitment and craftsmanship in children, at the same time as helping them to do well in public examinations. Educating Ruby shows, unequivocally, that schools can get the right results in the right way, so that the Rubys of tomorrow will emerge from their time at school able to talk with honest pleasure and reflective optimism about their schooling. Featuring the views of schoolchildren, parents, educators and employers and drawing on Guy Claxton and Bill Lucas’ years of experience in education, including their work with Building Learning Power and the Expansive Education Network, this powerful new book is sure to provoke thinking and debate. Just as Willy Russell’s Educating Rita helped us rethink university, the authors of Educating Ruby invite fresh scrutiny of our schools.
The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-Playing Games, & Everything in Between!
Brian Tinsman - 2003
Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor's Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! he presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.
The Art of Immersion: How the Digital Generation Is Remaking Hollywood, Madison Avenue, and the Way We Tell Stories
Frank Rose - 2011
Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will. Wired contributing editor Frank Rose introduces us to the people who are reshaping media for a two-way world—people like Will Wright (The Sims), James Cameron (Avatar), Damon Lindelof (Lost), and dozens of others whose ideas are changing how we play, how we chill, and even how we think. The Art of Immersion is an eye-opening look at the shifting shape of entertainment today.
Memorable Teaching: Leveraging Memory to Build Deep and Durable Learning in the Classroom
Peps Mccrea - 2017
I doubt you'll find an education book with more useful insights per minute of reading time." - Dylan Wiliam - Emeritus Professor of Educational Assessment, UCLThis book is for any educator who's interested in understanding how learning works, and how to optimise their teaching to make it happen.From the author of Lean Lesson Planning, this latest instalment in the High Impact Teaching series pulls together the best available evidence from cognitive science and educational research, and stitches them together into a concise and coherent set of actionable principles to improve your impact in the classroom.POWER UP YOUR TEACHINGIt's an evidence-informed teacher's guide to building enduring understanding, and sits alongside books such as Make It Stick, Why Don't Students Like School?, and What Every Teacher Needs To Know About Psychology.---CONTENTSAct I PreliminariesWhy memory?Memory architectureThe 9 principlesAct II Principles1: Manage information2: Orient attention3: Streamline communication4: Regulate load5: Expedite elaboration6: Refine structures7: Stabilise changes8: Align pedagogies9: Embed metacognitionPRAISE FOR MEMORABLE TEACHING"I can't remember when I have ever read a book that takes such complex ideas and communicates them with sophistication and simplicity." - Oliver Caviglioli, Founder and author of HOW2s"The book packs an awful lot of useful material into a short, easy to read format and as such is something that all teachers should add to their collections." - Josh Goodrich, Head of CPD at Oasis Southbank"A truly excellent book which sets out the science behind learning with remarkable clarity." - Mark Enser, Head of Geography at Heathfield Community College
Not To Blame - Maggie Hartley ebook short
Maggie Hartley - 2020
Social Services are at a loss as to what to do with the troubled teenager. Prone to violent outbursts and sudden, uncontrollable tantrums, Rebecca has never spent more than a few months in any one placement. When she comes to live with foster carer Maggie Hartley, it seems like there is little hope of Rebecca ever finding a long-term home. Her strange behaviour and sudden flashes of anger present challenges unlike any Maggie has ever seen before.But when a secret from Rebecca's past finally comes to light, it seems that Maggie has finally found the root of this vulnerable girl's out-of-control behaviour.
Can Maggie help Rebecca come to terms with her past and realise she's not to blame?
Creating Tomorrow's Schools Today: Education - Our Children - Their Futures
Richard Gerver - 2010
Education is the platform for our success or failure, but is our system still fit for purpose? Will our children be equipped to face the challenges the future holds: the rapidly changing employment patterns and the global environmental, economic and social crises ahead of us? Or will our children grow up to resent their school years and blame them for their unfulfilled potential and achievement?Creating Tomorrow's Schools Today explores these questions in the context of early schooling and primary education, presents powerful arguments for change and highlights strategies that offer a solution.
The Final Hours of Portal 2
Geoff Keighley - 2011
Journalist Geoff Keighley was granted unprecedented “fly on the wall” access to Valve over the past three years to create this story. From the hush-hush Portal prequel that was shelved to the last minute scramble to complete the game’s story, The Final Hours of Portal 2 is a gripping and dramatic story. Please note the Kindle version does not include as many photos or the videos that are available in the iPad version.
I Am Error: The Nintendo Family Computer / Entertainment System Platform
Nathan Altice - 2015
In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of "My Name is Error," a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance.Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the "translation" problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.
Jose Rizal: The Man and the Hero (An Anthology of Legacies and Controversies)
Ronnie Espergal Pasigui - 2006