Information Literacy Instruction: Theory and Practice


Esther S. Grassian - 2001
    Grassian and Joan R. Kaplowitz have revised, expanded, and updated their comprehensive guide to the theory and practice of library instruction. This second edition covers all aspects and modes of information literacy instruction, including history and psychology, as well as how to create and design teaching materials, how to use new technology to support pedagogy, and how to utilize new developments in the field since the publication of the previous edition. The recommended readings and exercises at the end of each chapter help put ideas and concepts into practice. The companion CD-ROM includes institutional and library mission statements related to information literacy, a table listing pros and cons of assessment tools, a brief overview of learning styles table, examples of minimalist documentation, a sample PowerPoint slide show, a sample class outline, a two-minute yoga exercise, suggestions for further reading and the complete book bibliography, both with links to web pages.

Gametek: The Math and Science of Gaming


Geoffrey Engelstein - 2018
    Connecting games to math, science, and psychology, GameTek has grown to be one of the most popular parts of the show.This volume commemorates the anniversary with a collection of over seventy of the best segments, many with annotations and illustrations.With chapters on everything from Rock, Paper, Scissors to the Prisoner’s Dilemma to Player Engagement to Quasicrystals to Buddha’s Forbidden Games, GameTek is sure to delight not just game designers and players, but anyone who wants to learn about the world from a new perspective.Sections:• Game Theory• Math• Psychology• Science• Game Mechanics• Psychology Games• HistoryFrom the first time I heard it, the GameTek segment in The Dice Tower podcast became my favorite part of the show. Listening to Geoff is like going to your favorite lesson with your favorite teacher. He teaches about games (yay!) and does it in a very interesting way with lots of examples. He does amazing stuff. He knows about the construction of games, he knows the theory, he knows all that stuff behind the scenes that we gamers do not see when just playing a game and having fun.Ignacy Trzewiczek, Portal GamesThere are many hobby game 'experts' out there, dying to give you their opinion on how the industry works, how games work, what types of games are best, and so on. Geoff Engelstein is the expert that requires your attention. He is a scholar of games, and his research on games and other principles that apply to gaming is matched by none.Stephen Buonocore, Stronghold GamesOver the years, I’ve listened to a lot of people talk about board games, yet the short snippets that Geoff puts out are the ones that I find myself thinking about in the quiet of the night. His are the segments that you laugh at and say, “I have NO idea what you are talking about” — but later on use to show people just how intellectual you are.Tom Vasel, The Dice Tower

The First 90 Days: Critical Success Strategies for New Leaders at All Levels


Michael D. Watkins - 2003
    In this updated and expanded 10th anniversary edition, internationally known leadership transition expert Michael D. Watkins gives you the keys to successfully negotiating your next move—whether you’re onboarding into a new company, being promoted internally, or embarking on an international assignment.In The First 90 Days, Watkins outlines proven strategies that will dramatically shorten the time it takes to reach what he calls the "breakeven point" when your organization needs you as much as you need the job. This new edition includes a substantial new preface by the author on the new definition of a career as a series of transitions; and notes the growing need for effective and repeatable skills for moving through these changes. As well, updated statistics and new tools make this book more reader-friendly and useful than ever.As hundreds of thousands of readers already know, The First 90 Days is a road map for taking charge quickly and effectively during critical career transition periods—whether you are a first-time manager, a mid-career professional on your way up, or a newly minted CEO.

Deco Devolution: The Art of BioShock 2


Jordan Thomas - 2010
    Contains concept art and models of the game's characters, locations, and weapons, as well as artists' comments on the work and the game.Note:The Rapture Edition Art book is a reduced version of the Special Edition Art book made to be a value against the Special Edition. It is reduced to 96 pages, and scaled down to the dimensions of the game case itself.The Special Edition Art book is the main version of BioShock 2's art book. It is 168 pages and is composed of 10 chapters.♢Chapter 1 - Citizens of Rapture♢Chapter 2 - Big Daddies♢Chapter 3 - Big Sisters♢Chapter 4 - Little Sisters♢Chapter 5 - Environments♢Chapter 6 - Weapons♢Chapter 7 - User Interface♢Chapter 8 - Advertisements♢Chapter 9 - Storyboards♢Chapter 10 - Credits

For the Win


Kevin Werbach - 2012
    The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche.In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world’s first course on gamification at the Wharton School. In their book, they reveal how game thinking—addressing problems like a game designer—can motivate employees and customers and create engaging experiences that can transform your business.For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more.In this illuminating guide, Werbach and Hunter reveal how game thinking can yield winning solutions to real-world business problems. Let the games begin!

Arbiter of Worlds: A Primer for Gamemasters


Alexander Macris - 2019
    This primer will teach you how to build living, breathing worlds for your players to explore; how to host game and manage game sessions; and how to create powerful experiences of adventure that your players will talk about for years to come. Learn the secret to becoming a judge, an adversary, a worldbuilder, and a storyteller and become an arbiter of worlds! “Every Macris campaign starts with a rich, open world; the edge of a massive map; and the ability to find adventure in any direction. After playing in a dozen of his campaigns, I can assure you that Macris is the best prepared, most thorough GM on the prime material plane. He balances “deadly adversary” and “the party’s greatest supporter” perfectly. I’ve been lucky to contribute to some renowned video game worlds, and to discus world design with some of the most accomplished writers alive. And I’m honestly not sure there’s been someone more thorough at and passionate for world building than Macris since ... maybe Tolkien? (Okay, maybe G.R.R. Martin, but he’s not as organized or efficient.) It takes organization, creativity, and careful technique to build a massive world efficiently and deliver it effectively, and Macris can show you how he does it.” - Dr. Michael Capps, award-winning videogame executive, writer, designer (*Gears of War*, *Fortnite*, *Unreal Tournament, Unreal Championship*) “Armed with decades of experience as both a player and a designer, Macris cuts to the marrow with razor sharp insights in an unapologetic and often painfully insightful analysis of every imaginable facet of being a Game Master. From implication of play inherent in a game’s design, to world building, to the often delicate nature of unspoken social contracts inherent in the hobby, the guidance found in Arbiter of Worlds is a much-needed breath of fresh air to veterans of the hobby and a forged-in-the-fire bootcamp for those taking their first steps behind the screen.” - James M. Spahn, Ennie and Origins Award Winning RPG designer “A superb read. He makes his points the way you would expect a Harvard-trained lawyer to do. If you read this book, you are going to come out knowing real things you did not know before that will help you run games at the table…” - Courtney Campbell, Hack & Slash

Community: The Structure of Belonging


Peter Block - 2008
    The various sectors of our communities--businesses, schools, social service organizations, churches, government--do not work together. They exist in their own worlds. As do so many individual citizens, who long for connection but end up marginalized, their gifts overlooked, their potential contributions lost. This disconnection and detachment makes it hard if not impossible to envision a common future and work towards it together. We know what healthy communities look like--there are many success stories out there, and they've been described in detail. What Block provides in this inspiring new book is an exploration of the exact way community can emerge from fragmentation: How is community built? How does the transformation occur? What fundamental shifts are involved? He explores a way of thinking about our places that creates an opening for authentic communities to exist and details what each of us can do to make that happen.

Gamify: How Gamification Motivates People to Do Extraordinary Things


Brian Burke - 2014
    Regardless if they are customers, employees, patients, students, citizens, stakeholders, organizations struggle to meaningfully engage their key constituent groups who have a precious and limited resource: their time. Not surprisingly, these stakeholders have developed deflector shields to protect themselves. Only a privileged few organizations are allowed to penetrate the shield, and even less will meaningfully engage. To penetrate the shield, and engage the audience, organizations need an edge. Gamification has emerged as a way to gain that edge and organizations are beginning to see it as a key tool in their digital engagement strategy. While gamification has tremendous potential to break through, most companies will get it wrong. Gartner predicts that by 2014, 80% of current gamified applications will fail to meet business objectives primarily due to poor design. As a trend, gamification is at the peak of the hype cycle; it has been oversold and it is broadly misunderstood. We are heading for the inevitable fall. Too many organizations have been led to believe that gamification is a magic elixir for indoctrinating the masses and manipulating them to do their bidding. These organizations are mistaking people for puppets, and these transparently cynical efforts are doomed to fail.This book goes beyond the hype and focuses on the 20% that are getting it right. We have spoken to hundreds of leaders in organizations around the world about their gamification strategies and we have seen some spectacular successes. The book examines some of these successes and identifies the common characteristics of these initiatives to define the solution space for success. It is a guide written for leaders of gamification initiatives to help them avoid the pitfalls and employ the best practices, to ensure they join the 20% that gets it right. Gamify shows gamification in action: as a powerful approach to engaging and motivating people to achieving their goals, while at the same time achieving organizational objectives. It can be used to motivate people to change behaviors, develop skills, and drive innovation. The sweet spot for gamification objectives is the space where the business objectives and player objectives are aligned. Like two sides of the same coin, player and business goals may outwardly appear different, but they are often the same thing, expressed different ways. The key to gamification success is to engage people on an emotional level and motivating them to achieve their goals.

Ideas Are Free: How the Idea Revolution Is Liberating People and Transforming Organizations


Alan G. Robinson - 2004
    But most organizations fail to realize this potentially extraordinary source of revenue-enhancing ideas. The authors of "Ideas Are Free use real-world examples from their work with hundreds of organizations to show how to exploit the virtually free, perpetually renewable resource of employee ideas. The book explains how sustainable competitive advantages in areas ranging from productivity and responsiveness to cost reduction and quality assurance are only possible with the attention to detail that comes from getting and implementing large numbers of ideas from employees. Subjects include how to make ideas part of everyone's job, how to set up and run an effective process for handling ideas, how to help people come up with more and better ideas, and how a strong flow of ideas can have a profound impact on an organization's culture.

An Elegant Puzzle: Systems of Engineering Management


Will Larson - 2019
    Management is a key part of any organization, yet the discipline is often self-taught and unstructured. Getting to the good solutions of complex management challenges can make the difference between fulfillment and frustration for teams, and, ultimately, the success or failure of companies. Will Larson's An Elegant Puzzle orients around the particular challenges of engineering management--from sizing teams to technical debt to succession planning--and provides a path to the good solutions. Drawing from his experience at Digg, Uber, and Stripe, Will Larson has developed a thoughtful approach to engineering management that leaders of all levels at companies of all sizes can apply. An Elegant Puzzle balances structured principles and human-centric thinking to help any leader create more effective and rewarding organizations for engineers to thrive in.

Substitute Teaching A to Z


Barbara Pressman - 2007
    Substitute Teaching from A to Z is a one-stop resource, whether you're a full-timer, just breaking in, or starting out as a career educator. Reinforced with true life tales from real substitute teachers and the stories of how they solved their biggest challenges, this book is a comprehensive guide written by a veteran teaching expert who specializes in training subs.You'll learn insider tricks on how to:Show school administrators you have the right stuff for the jobChoose the most appropriate grades, subjects, and school districts for youForge great relationships with everyone you work withLand the best classroom assignmentsFace a new class with confidenceMaintain discipline, work without a lesson plan, and much more

i am 8-bit: Art Inspired by Classic Videogames of the '80s


Jon M. Gibson - 2006
    Frogger. Super Mario Bros. These classic videogames are burned into the collective consciousness of an entire generation, thanks to countless hours spent at pizza parlors and bowling alleys across the country. Now artists such as Gary Baseman, Tim Biskup, and Ashley Wood put their memories to paper, canvas, and wood to create original works of art inspired by the art of the videogame. Chuck Klosterman shares his thoughts in his distinctively insightful and entertaining style in a foreword on how videogames created a new playground for artistic expression. With more than 100 thought-provoking, amusing, and simply fun pieces of original art, i am 8-bit is a pixilated stroll down memory lane.

The Advantage: Why Organizational Health Trumps Everything Else in Business


Patrick Lencioni - 2012
    Is it superior strategy? Faster innovation? Smarter employees? No, New York Times best-selling author, Patrick Lencioni, argues that the seminal difference between successful companies and mediocre ones has little to do with what they know and how smart they are and more to do with how healthy they are. In this book, Lencioni brings together his vast experience and many of the themes cultivated in his other best-selling books and delivers a first: a cohesive and comprehensive exploration of the unique advantage organizational health provides. Simply put, an organization is healthy when it is whole, consistent and complete, when its management, operations and culture are unified. Healthy organizations outperform their counterparts, are free of politics and confusion and provide an environment where star performers never want to leave. Lencioni's first non-fiction book provides leaders with a groundbreaking, approachable model for achieving organizational health--complete with stories, tips and anecdotes from his experiences consulting to some of the nation's leading organizations. In this age of informational ubiquity and nano-second change, it is no longer enough to build a competitive advantage based on intelligence alone. The Advantage provides a foundational construct for conducting business in a new way--one that maximizes human potential and aligns the organization around a common set of principles.

Marx at the Arcade: Consoles, Controllers, and Class Struggle


Jamie Woodcock - 2019
    In an account that will appeal to hardcore gamers, digital skeptics, and the joystick-curious, Woodcock unravels the vast networks of artists, software developers, and factory and logistics workers whose seen and unseen labor flows into the products we consume on a gargantuan scale. Along the way, he analyzes the increasingly important role the gaming industry plays in contemporary capitalism and the broader transformations of work and the economy that it embodies.

The Dissertation Journey: A Practical and Comprehensive Guide to Planning, Writing, and Defending Your Dissertation


Carol M. Roberts - 2004
    To overcome the practical, social, and psychological obstacles along the way, you need a knowledgeable guide and the right tools. This comprehensive how-to guide to developing and writing a quality dissertation provides: Expanded and updated coverage of crucial topics such as conducting a literature review, dissertation support groups, and harnessing technology to conduct research Progress tracking tools, sample forms, resource lists, and other user-friendly elements Thoroughly updated and revised chapters with the most current need-to-know information