Book picks similar to
Digital Game-Based Learning by Marc Prensky
non-fiction
education
game-design
gamification
The Humane Interface: New Directions for Designing Interactive Systems
Jef Raskin - 2000
The Humane Interface is a gourmet dish from a master chef. Five mice! --Jakob Nielsen, Nielsen Norman Group Author of Designing Web Usability: The Practice of Simplicity This unique guide to interactive system design reflects the experience and vision of Jef Raskin, the creator of the Apple Macintosh. Other books may show how to use todays widgets and interface ideas effectively. Raskin, however, demonstrates that many current interface paradigms are dead ends, and that to make computers significantly easier to use requires new approaches. He explains how to effect desperately needed changes, offering a wealth of innovative and specific interface ideas for software designers, developers, and product managers. The Apple Macintosh helped to introduce a previous revolution in computer interface design, drawing on the best available technology to establish many of the interface techniques and methods now universal in the computer industry. With this book, Raskin proves again both his farsightedness and his practicality. He also demonstrates how design ideas must be bui
Game Coding Complete
Mike McShaffry - 2003
The best description of the first edition comes from two Amazon reviewers; the first proclaiming, "I got the same feeling of enlightenment when reading this one as I did all those years ago when I read the classic book "Code Complete" and the second stating "This is the first game book I have read that I was sorry when I got to the end because there wasn't any more."For Game Coding Complete, Second Edition, McShaffry returns with many more of his highly popular, shoot-from the hips war stories and expert game programming insight that only a real insider could provide. McShaffry uses his experience as a leading programmer for Origin Systems, Microsoft, and Ion Storm a division of Eidos, to illustrate real-world techniques and solutions, including examples from his recent work on the major game, Thief Deadly Shadows. Game Coding Complete, Second Edition takes programmers through the complete process of developing a professional quality game using hundreds of insider tricks and techniques developed and perfect by the author from over a decade of game development experience. It covers a range of topics that will appeal to the most discriminating programmers such as key "gotcha" issues that could trip up even veteran programmers. The new edition features expanded coverage of 3D programming, several new chapters on game interface design, game audio, game scripting, game engine technology, code optimization, production and scheduling, plus it now includes a CD-ROM packed with valuable source code and game development tools. The appendix offers solid advice on starting your own game company. The C++ language is used to explain specific programming concepts with added discussion of development with C# and Managed DirectX programming.
Mental Models: Aligning Design Strategy with Human Behavior
Indi Young - 2008
One of the best ways is to understand users' reasons for doing things. Mental Models gives you the tools to help you grasp, and design for, those reasons. Adaptive Path co-founder Indi Young has written a roll-up-your-sleeves book for designers, managers, and anyone else interested in making design strategic, and successful.
Handbook of Psychological Assessment
Gary Groth-Marnat - 1984
. . an excellent text for graduate courses on psychological assessment. It . . . familiarizes the student with the entire enterprise of clinical assessment and provides enough of a how-to guide for the student to carry out an assessment practicum." --Contemporary Psychology "For both practitioners and students of psychological assessment, the expanded and updated Handbook provides guidance to the selection, administration, evaluation, and interpretation of the most commonly used psychological tests." --Reference and Research Book News The updated and expanded fourth edition of the highly acclaimed classic text on psychological assessment The Handbook of Psychological Assessment, Fourth Edition presents a step-by-step guide on how to conduct a comprehensive psychological evaluation. It provides a complete review of the most commonly used assessment instruments and the most efficient methods for selecting and administering tests, evaluating data, and integrating results into a coherent, problem-solving report. Updated reviews and interpretive guidelines are included for the most frequently used assessment techniques, including structured and unstructured interviews, Wechlser intelligence scales (WAIS-III/WISC-III), Minnesota Multiphasic Personality Inventory (MMPI-2/MMPI-A), Millon Multiaxial Clinical Inventory-III, California Psychological Inventory, Rorschach, Thematic Apperception Test, and frequently used instruments for neuropsychological screening (e.g., Bender Gestalt and Rey Auditory Verbal Learning Test). Each test is reviewed according to its history and development, psychometrics, administration, and interpretation of results. In addition, this revised and expanded Fourth Edition includes: * Completely updated research on all assessment techniques * A chapter on the Wechsler Memory Scales (WMS-III) * A new chapter on brief instruments for treatment planning, patient monitoring, and outcome assessment (Beck Depression Inventory-II, State Trait Anxiety Inventory, and Symptom Checklist-90-R) Organized according to the sequence psychologists follow when conducting an assessment, the Handbook of Psychological Assessment, Fourth Edition is a practical, valuable reference for clinical psychologists, therapists, school psychologists, and counselors.
Boulevard of Broken Dreams: Why Public Efforts to Boost Entrepreneurship and Venture Capital Have Failed--and What to Do About It: Why Public Effort ... Series on Innovation and Entrepreneurship)
Josh Lerner - 2009
Yet, for every public intervention that spurs entrepreneurial activity, there are many failed efforts that waste untold billions in taxpayer dollars. When has governmental sponsorship succeeded in boosting growth, and when has it fallen terribly short? Should the government be involved in such undertakings at all? "Boulevard of Broken Dreams" is the first extensive look at the ways governments have supported entrepreneurs and venture capitalists across decades and continents. Josh Lerner, one of the foremost experts in the field, provides valuable insights into why some public initiatives work while others are hobbled by pitfalls, and he offers suggestions for how public ventures should be implemented in the future. Discussing the complex history of Silicon Valley and other pioneering centers of venture capital, Lerner uncovers the extent of government influence in prompting growth. He examines the public strategies used to advance new ventures, points to the challenges of these endeavors, and reveals the common flaws undermining far too many programs - poor design, a lack of understanding for the entrepreneurial process, and implementation problems. Lerner explains why governments cannot dictate how venture markets evolve, and why they must balance their positions as catalysts with an awareness of their limited ability to stimulate the entrepreneurial sector. As governments worldwide seek to spur economic growth in ever more aggressive ways, "Boulevard of Broken Dreams" offers an important caution. The book argues for a careful approach to government support of entrepreneurial activities, so that the mistakes of earlier efforts are not repeated.
Bit Literacy: Productivity in the Age of Information and E-mail Overload
Mark Hurst - 2007
More than a quick fix or another "how-to" guide, the book offers an entirely new way of attaining productivity that users at any level of expertise can put into action right away. This is "bit literacy," a method for working more productively in the digital age, with less stress. Mark Hurst - who has reached hundreds of thousands of readers through his Good Experience e-mail newsletter, Uncle Mark technology guides, thisisbroken.com, and other websites - has revealed the way to survive, and thrive, in the digital age: "Let the bits go.
They Say / I Say: The Moves That Matter in Academic Writing
Gerald Graff - 2006
In addition to explaining the basic moves, this book provides writing templates that show students explicitly how to make these moves in their own writing.
User Story Mapping: Discover the Whole Story, Build the Right Product
Jeff Patton - 2012
With this practical book, you'll explore the often-misunderstood practice of user story mapping, and learn how it can help keep your team stay focused on users and their experience throughout the development process.You and your team will learn that user stories aren't a way to write better specifications, but a way to organize and have better conversations. This book will help you understand what kinds of conversations you should be having, when to have them, and what to keep track of when you do. Learn the key concepts used to create a great story map. Understand how user stories really work, and how to make good use of them in agile and lean projects. Examine the nuts and bolts of managing stories through the development cycle. Use strategies that help you continue to learn before and after the product's release to customers and usersUser Story Mapping is ideal for agile and lean software development team members, product managers and UX practitioners in commercial product companies, and business analysts and project managers in IT organizations—whether you're new to this approach or want to understand more about it.
A History of Video Games in 64 Objects
World Video Game Hall of Fame - 2018
Pithy, in-depth essays and photographs examine each object’s significance to video game play—what it has contributed to the history of gaming—as well as the greater culture.A History of Video Games in 64 Objects explains how the video game has transformed over time. Inside, you’ll find a wide range of intriguing topics, including:The first edition of Dungeons & Dragons—the ancestor of computer role-playing gamesThe Oregon Trail and the development of educational gamingThe Atari 2600 and the beginning of the console revolutionA World of Warcraft server blade and massively multiplayer online gamesMinecraft—the backlash against the studio systemThe rise of women in gaming represented by pioneering American video game designers Carol Shaw and Roberta Williams’ game development materialsThe prototype Skylanders Portal of Power that spawned the Toys-to-Life video game phenomenon and shook up the marketplaceAnd so much more!A visual panorama of unforgettable anecdotes and factoids, A History of Video Games in 64 Objects is a treasure trove for gamers and pop culture fans. Let the gaming begin!
Interaction Design: Beyond Human-Computer Interaction
Yvonne Rogers - 2001
It should be labelled 'start here'." --Pieter Jan Stappers, ID-StudioLab, Delft University of Technology
Free to Learn: Why Unleashing the Instinct to Play Will Make Our Children Happier, More Self-Reliant, and Better Students for Life
Peter O. Gray - 2013
We call this imprisonment schooling, yet wonder why kids become bored and misbehave. Even outside of school children today seldom play and explore without adult supervision, and are afforded few opportunities to control their own lives. The result: anxious, unfocused children who see schooling—and life—as a series of hoops to struggle through.In Free to Learn, developmental psychologist Peter Gray argues that our children, if free to pursue their own interests through play, will not only learn all they need to know, but will do so with energy and passion. Children come into this world burning to learn, equipped with the curiosity, playfulness, and sociability to direct their own education. Yet we have squelched such instincts in a school model originally developed to indoctrinate, not to promote intellectual growth.To foster children who will thrive in today’s constantly changing world, we must entrust them to steer their own learning and development. Drawing on evidence from anthropology, psychology, and history, Gray demonstrates that free play is the primary means by which children learn to control their lives, solve problems, get along with peers, and become emotionally resilient. This capacity to learn through play evolved long ago, in hunter-gatherer bands where children acquired the skills of the culture through their own initiatives. And these instincts still operate remarkably well today, as studies at alternative, democratically administered schools show. When children are in charge of their own education, they learn better—and at lower cost than the traditional model of coercive schooling.A brave, counterintuitive proposal for freeing our children from the shackles of the curiosity-killing institution we call school, Free to Learn suggests that it’s time to stop asking what’s wrong with our children, and start asking what’s wrong with the system. It shows how we can act—both as parents and as members of society—to improve children’s lives and promote their happiness and learning.
Race After Technology: Abolitionist Tools for the New Jim Code
Ruha Benjamin - 2019
Presenting the concept of the "New Jim Code," she shows how a range of discriminatory designs encode inequity by explicitly amplifying racial hierarchies; by ignoring but thereby replicating social divisions; or by aiming to fix racial bias but ultimately doing quite the opposite. Moreover, she makes a compelling case for race itself as a kind of technology, designed to stratify and sanctify social injustice in the architecture of everyday life.This illuminating guide provides conceptual tools for decoding tech promises with sociologically informed skepticism. In doing so, it challenges us to question not only the technologies we are sold but also the ones we ourselves manufacture.If you adopt this book for classroom use in the 2019-2020 academic year, the author would be pleased to arrange to Skype to a session of your class. If interested, enter your details in this sign-up sheet https: //buff.ly/2wJsvZr
The Game Maker's Apprentice: Game Development for Beginners
Jacob Habgood - 2006
This book covers a range of genres, including action, adventure, and puzzle games complete with professional quality sound effects and visuals. It discusses game design theory and features practical examples of how this can be applied to making games that are more fun to play. Game Maker allows games to be created using a simple drag-and-drop interface, so you don't need to have any prior coding experience. It includes an optional programming language for adding advanced features to your games, when you feel ready to do so. You can obtain more information by visiting book.gamemaker.nl. The authors include the creator of the Game Maker tool and a former professional game programmer, so you'll glean understanding from their expertise. The book also includes a DVD containing Game Maker software and all of the game projects that are created in the book—plus a host of professional-quality graphics and sound effects that you can use in your own games.
Dungeons & Dreamers: A Story of how Computer Games Created a Global Community
Brad King - 2003
D&D captured the attention of a small but influential group of players, many of whom also gravitated to the computer networks that were then appearing on college campuses around the globe. With the subsequent emergence of the personal computer, a generation of geeky storytellers arose that translated communal D&D playing experiences into the virtual world of computer games. The result of that 40-year journey is today's massive global community of players who, through games, have forged very real friendships and built thriving lives in virtual worlds. Dungeons & Dreamers follows the designers, developers, and players who built the virtual games and communities that define today's digital entertainment landscape and explores the nature of what it means to live and thrive in virtual communities.
Education Nation: Six Leading Edges of Innovation in Our Schools
Milton Chen - 2010
In Education Nation author Milton Chen draws from extensive experience in media-from his work on Sesame Street in its nascent years to his role as executive director of the George Lucas Educational Foundation-to support a vision for a new world of learning.This book, in six chapters, explores the "edges" in education--the places where K-12 learning has already seen revolutionary changes through innovative reform and the use of technology.Examines ways in which learning can be revolutionized through innovative reform and the use of technology Explores the ever-expanding world of technology for breakthroughs in teaching and learning Includes many wonderful resources to support innovation in schools across the nation This important book offers a clear vision for tomorrow's classrooms that will enhance learning opportunities for all children.
