Book picks similar to
New Traditional Games for Learning: A Case Book by Alex Moseley
education
game-design
the-art-of-game-design-references
Student-Centered Coaching: The Moves
Diane R Sweeney - 2016
But what does this look like in practice? This book shows you the day-to-day coaching moves that build powerful coaching relationships. Readers will find:Coaching moves that can be used before, during, and after lessons An abundance of field-tested tools and practices that can be put to immediate use Original video clips that depict and unpack key moves Richly detailed anecdotes from practicing coaches
Reframing the Path to School Leadership: A Guide for Teachers and Principals
Lee G. Bolman - 2002
A series of dialogues between a novice and a master teacher and between a new and a seasoned principal demonstrate how framing--and then reframing--challenges brings clarity.
Onboard French: Learn a language before you land
Eton Institute - 2013
Learn the Alphabet and pronunciation as well as useful phrases in 8 categories, such as greetings, travel and directions, making friends to business and emergencies. Download, read and enjoy your vacation like never before.
Learn English: 300% Faster - 69 English Tips to Speak English Like a Native English Speaker!
Sebastian Archer - 2015
You'll learn the three terrible mistakes 99% of English language learners do which makes them take years to learn. Find out the memory tricks of the world’s fastest language-learning masters, the same tricks they use to memorize hundreds of words a day. Learn English: 300% Faster – 69 English Tips even teaches you how to focus on the right words and the right parts of language, so you don't waste time, and to make sure you are actually speaking confidently, from the first lesson. Plus the 21 best online resources for any English learner – these gems alone will have you learning 300% faster! At the end of the book, readers will find a super Bonus from the author, a sample chapter from ‘Learning: 25 Learning Techniques for Accelerated Learning - Learn Faster by 300%!’ for more on how to learning anything at incredible speeds with ease. Download Now for Instant Reading by Scrolling Up and Clicking the Buy Button Happy reading, and good luck!
The Tao of Teaching: The Ageles Wisdom of Taoism and the Art of Teaching
Greta K. Nagel - 1998
The Tao of Teaching is written in the same style as the Tao Te Ching, and gives examples from the classrooms of three present-day teachers whom the author feels embody Taoist wisdom and "student-centered" educational methods. The Tao of Teaching is a labor of love, containing many important insights by a talented and respected professional whose emphasis is on the students' contribution in a learning environment, whatever the context.
Future Presence: How Virtual Reality Is Changing Human Connection, Intimacy, and the Limits of Ordinary Life
Peter Rubin - 2018
Though this tech is still in its infancy, to those on the inside, it is the future. VR will change how we work, how we experience entertainment, how we feel pleasure and other emotions, how we see ourselves, and most importantly, how we relate to each other in the real world. And we will never be the same.Peter Rubin, senior culture editor for Wired and the industry’s go-to authority on the subject, calls it an "intimacy engine." While once we needed another person to feel the sensations of closeness, trust, vulnerability, confidence, and titillation, VR will give us the ability to induce these sensations by ourselves for the first time in human history. This metamorphosis, Rubin argues, is going to have a powerful impact on relationships that will ripple throughout our society and our individual lives.A journey into this uncertain future and a glimpse at the cultural implications and promises of a new reality, Future Presence explores a host of complex questions about what makes us human, what connects us, and what is real. Offering a glimpse into the mind-blowing things happening in universities, labs, and tech companies around the world, Rubin leads readers on an entertaining tour of the weirdest, wildest corners of this fascinating new universe. Describing this book as "half travelogue and half crystal ball", Rubin will:Introduce readers to the creators and consumers of VR technologyShow readers what an experience is like inside the current VR devicesExplain how this technology will upend everything we know about human connection in the futureAt once the incredible, inevitable story of virtual reality’s rise and a look towards the future of our fantasies, Future Presence is a deeply personal examination of what connects us, and an analysis of what relationships, empathy, and sex could look like—sooner than we think.
Actionable Gamification: Beyond Points, Badges, and Leaderboards
Yu-kai Chou - 2015
Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives. Effective gamification is a combination of game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations. This book explores the interplay between these disciplines to capture the core principles that contribute to good gamification design. The goal for this book is to become a strategy guide to help readers master the games that truly make a difference in their lives. Readers who absorb the contents of this book will have literally obtained what many companies pay tens of thousands of dollars to acquire. The ultimate aim is to enable the widespread adoption of good gamification and human-focused design in all types of industries.
Curriculum: Foundations, Principles, and Issues
Allan C. Ornstein - 2008
Fully updated, the text engages the reader in its discussion of both technical and non-technical models of curriculum development.
The Multiplayer Classroom: Designing Coursework as a Game
Lee Sheldon - 2011
THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professional educators or those learning to be educators, here are the tools to engage and excite students by using principles learned in the development of popular video games. Suitable for use in the classroom or the boardroom, the book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. You don't need any experience making games or even playing games to use this book. Yet, you will learn how to create multiplayer games for any age on any subject. Bring your classroom into the 21st century!
The Design of Everyday Things
Donald A. Norman - 1988
It could forever change how you experience and interact with your physical surroundings, open your eyes to the perversity of bad design and the desirability of good design, and raise your expectations about how things should be designed.B & W photographs and illustrations throughout.
Organized Teacher, Happy Classroom
Melanie S. Unger - 2011
Keeping themorganized can be a challenge, but an organized classroom is essential and allows students and the teacher to fully focus on learning by eliminating distractions. Organized Teacher, Happy Classroom provides practical, proven methods for maintaining an organized classroom throughout the entire school year.Inside you’ll find:• Strategies for managing students’ papers, curriculum material, and essential paperwork• Time management tips to maximize your instruction time and lesson planning• Organizing systems you can teach your students to improve self reliance andaccountability• Checklists for starting and ending the year well organized• Helpful forms and templates you can use in your classroom• Plans for arranging a classroom that promotes positive student participation• Support to simplify your classroom• Efficient storage solutions for all teacher and student materialsWhether you teach primary, intermediate, middle school or high school, this bookwill help you organize your time, paperwork, and classroom spaces.
It's Okay to Fail, My Son
Vasant Kallola - 2015
It covers the stress faced by young teenagers because of the competition and high expectations of parents, teachers and the system around. The story is thought-provoking, as for the first time in history, a loving father, Rahul, tells his son, “It’s okay to fail, my son.”Rahul’s words to his son startle the people around him; he is also accused of being irresponsible! But he has a different end in mind: he is preparing his son for greater and permanent success, the transformation from being mediocre to a genius! This book reflects the emotions of every loving father towards his child... on the path lit by love and sacrifice. It is a journey which converts pressure to passion, fear to flight of success. For his son, as well as for millions of children across the nation and the globe — a journey of faith and belief.This novel describes a journey, whose destination was doubted by everyone, except Rahul, who set out and charted the path so far unexplored.
Using the Workshop Approach in the High School English Classroom: Modeling Effective Writing, Reading, and Thinking Strategies for Student Success
Cynthia D. Urbanski - 2005
Take a peek into an effective workshop-based classroom and discover how you can enhance adolescents' technical and creative abilities in reading, writing, and thinking.
The Well-Played Game: A Player's Philosophy
Bernie DeKoven - 1978
De Koven's classic treatise on how human beings play together, first published in 1978, investigates many issues newly resonant in the era of video and computer games, including social gameplay and player modification. The digital game industry, now moving beyond its emphasis on graphic techniques to focus on player interaction, has much to learn from The Well-Played Game.De Koven explains that when players congratulate each other on a "well-played" game, they are expressing a unique and profound synthesis that combines the concepts of play (with its associations of playfulness and fun) and game (with its associations of rule-following). This, he tells us, yields a larger concept: the experience and expression of excellence. De Koven--affectionately and appreciatively hailed by Eric Zimmerman as "our shaman of play"--explores the experience of a well-played game, how we share it, and how we can experience it again; issues of cheating, fairness, keeping score, changing old games (why not change the rules in pursuit of new ways to play?), and making up new games; playing for keeps; and winning. His book belongs on the bookshelves of players who want to find a game in which they can play well, who are looking for others with whom they can play well, and who have discovered the relationship between the well-played game and the well-lived life.
Impro: Improvisation and the Theatre
Keith Johnstone - 1979
Admired for its clarity and zest, Impro lays bare the techniques and exercises used to foster spontaneity and narrative skill for actors. These techniques and exercises were evolved in the actors' studio, when he was Associate Director of the Royal Court and then in demonstrations to schools and colleges and ultimately in the founding of a company of performers called The Theatre Machine.Divided into four sections, 'Status', 'Spontaneity', 'Narrative Skills' and 'Masks and Trance', arranged more or less in the order a group might approach them, the book sets out the specific approaches which Johnstone has himself found most useful and most stimulating. The result is a fascinating exploration of the nature of spontaneous creativity.