School Law and the Public Schools: A Practical Guide for Educational Leaders


Nathan L. Essex - 1999
    today. An essential reference for all teachers, educational leaders, and policymakers at all levels, the book is organized and written in a style that is accessible to all, even those with little or no knowledge of the legal issues in education.

The Art of Gathering: How We Meet and Why It Matters


Priya Parker - 2018
    If we can understand what makes these gatherings effective and memorable, then we can reframe and redirect them to benefit everyone, host and guest alike. Parker defines a gathering as three or more people who come together for a specific purpose. When we understand why we gather, she says -- to acknowledge, to learn, to challenge, to change -- we learn how to organize gatherings that are relevant and memorable: from an effective business meeting to a thought-provoking conference; from a joyful wedding to a unifying family dinner. Drawing on her experience as a strategic facilitator who's worked with such organizations as the World Economic Forum, the Museum of Modern Art, and the retail company Fresh, Parker explains how ordinary people can create remarkable occasions, large and small. In dozens of fascinating examples, she breaks down the alchemy of these experiences to show what goes into the good ones and demonstrates how we can learn to incorporate those elements into all of our gatherings. The result is a book that's both journey and guide, full of big ideas with real-world applications that will change the way you look at a business meeting, a parent-teacher conference, and a backyard barbecue.

The Making of a Manager: What to Do When Everyone Looks to You


Julie Zhuo - 2019
    She stared at a long list of logistics--from hiring to firing, from meeting to messaging, from planning to pitching--and faced a thousand questions and uncertainties. How was she supposed to spin teamwork into value? How could she be a good steward of her reports' careers? What was the secret to leading with confidence in new and unexpected situations?Now, having managed dozens of teams spanning tens to hundreds of people, Julie knows the most important lesson of all: great managers are made, not born. If you care enough to be reading this, then you care enough to be a great manager.The Making of a Manager is a modern field guide packed everyday examples and transformative insights, including:* How to tell a great manager from an average manager (illustrations included) * When you should look past an awkward interview and hire someone anyway * How to build trust with your reports through not being a boss * Where to look when you lose faith and lack the answersWhether you're new to the job, a veteran leader, or looking to be promoted, this is the handbook you need to be the kind of manager you wish you had.

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.

Transitions: Making Sense of Life's Changes


William Bridges - 2004
    Since Transitions was first published, this supportive guide has helped hundreds of thousands of readers cope with these issues by providing an elegantly simple yet profoundly insightful roadmap of the transition process. With the understanding born of both personal and professional experience, William Bridges takes readers step by step through the three stages of any transition: The Ending, The Neutral Zone, and, eventually, The New Beginning. Bridges explains how each stage can be understood and embraced, leading to meaningful and productive movement into a hopeful future. With a new introduction highlighting how the advice in the book continues to apply and is perhaps even more relevant today, and a new chapter devoted to change in the workplace, Transitions will remain the essential guide for coping with the one constant in life: change.

Earned Value Project Management


Quentin W. Fleming - 1996
    In its most simple form, earned value equates to fundamental project management. This is not a new book, but rather it is an updated book. Authors Quentin Fleming and Joel Koppelman have made some important additions. In many cases, there will be no changes to a given section. But in other sections, the authors have made substantial revisions to what they had described in the first edition. Fleming and Koppelman’s goal remains the same with this update: describe earned value project management in its most fundamental form, for application to all projects, of any size or complexity. Writing in an easy-to-read, friendly, and humorous style characteristic of the best teachers, Fleming and Koppelman have identified the minimum requirements that they feel are necessary to use earned value as a simple tool for project managers. They have also witnessed the use of simple earned value on software projects, and find it particularly exciting. Realistically, a Cost Performance Index (CPI) is the same whether the project is a multibillion-dollar high-technology project, or a simple one hundred thousand-dollar software project. A CPI is a CPI … period. It is a solid metric that reflects the health of the project. In every chapter, Fleming and Koppelman stick with using simple stories to define their central concept. Their project examples range from peeling potatoes to building a house. Examples are in round numbers, and most formulas get no more complicated than one number divided by another. Earned Value Project Management—Second Edition may be the best-written, most easily understood project management book on the market today. Project managers will welcome this fresh translation of jargon into ordinary English. The authors have mastered a unique "early-warning" signal of impending cost problems in time for the project manager to react.

All Your Base Are Belong to Us: How Fifty Years of Videogames Conquered Pop Culture


Harold Goldberg - 2011
    But as the gaming industry grows in numerous directions and everyone talks about the advance of the moment, few explore and seek to understand the forces behind this profound evolution. How did we get from Space Invaders to Grand Theft Auto? How exactly did gaming become a $50 billion industry and a dominant pop culture form? What are the stories, the people, the innovations, and the fascinations behind this incredible growth?Through extensive interviews with gaming's greatest innovators, both its icons and those unfairly forgotten by history, All Your Base Are Belong To Us sets out to answer these questions, exposing the creativity, odd theories--and passion--behind the twenty-first century's fastest-growing medium.Go inside the creation of: Grand Theft Auto * World of Warcraft * Bioshock * Kings Quest * Bejeweled * Madden Football * Super Mario Brothers * Myst * Pong * Donkey Kong * Crash Bandicoot * The 7th Guest * Tetris * Shadow Complex * Everquest * The Sims * And many more!

The Game Believes in You: How Digital Play Can Make Our Kids Smarter


Greg Toppo - 2015
    Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book:*A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond.*A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities.*A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft.Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again-right away-and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.

Preventing Misguided Reading: New Strategies for Guided Reading Teachers


Jan Miller Burkins - 2010
    Burkins and Croft help teachers prevent guided reading from going astray by presenting strategies, adaptations, and supports that help them work through common instructional problems.

Systems Analysis and Design


Alan Dennis - 2002
    Building on their experience as professional systems analysts and award-winning teachers, authors Dennis, Wixom, and Roth capture the experience of developing and analyzing systems in a way that students can understand and apply.With Systems Analysis and Design, 4th edition , students will leave the course with experience that is a rich foundation for further work as a systems analyst.

One Piece of Paper: The Simple Approach to Powerful, Personal Leadership


Mike Figliuolo - 2011
    Through a series of simple questions, readers will create a living document that communicates their values, passions, goals and standards to others, maximizing their leadership potential.Outlines a clear approach for identifying a concise and meaningful set of personal leadership maxims by which leaders can live their lives Explains and applies four basic aspects of leadership: leading yourself, leading the thinking, leading your people, and leading a balanced life Generates a foundational document that serves as a touchstone for leaders and their teams Simple, applicable, and without pretense, One Piece of Paper provides a model for real leadership in the real world.

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!

Maestro Mario: How Nintendo Transformed Videogame Music into an Art


Andrew Schartmann - 2013
    for the NES contains some of the most recognizable tunes in popular culture, and yet it’s safe to say that only a handful of people have thought beyond the music’s entertaining surface. After all, what could possibly be art-worthy about an early Mario score? Or any early game sound for that matter?In search of answers to these questions, Andrew Schartmann takes us on a journey from the primitive “pongs” of arcade machines to the complex musical fabrics woven by composers of the NES era. Where does that distinctly Nintendo-flavored sound come from? What sets NES music apart from its predecessors? And how has that iconic ‘80s videogame sound “invaded” popular culture?

The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design


Celia Hodent - 2017
    Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition.The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or "serious" games) and meeting business goals -- all while staying true to design vision and artistic intent.At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience."The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design"Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.

Pmp Exam Prep Questions, Answers, & Explanations: 1000+ Pmp Practice Questions with Detailed Solutions


Christopher Scordo - 2009
    So why aren't students laser-focused on taking practice exams before attempting the real thing? Reflects the current PMP exam format and the PMBOK(r) Guide - Fifth Edition! The practice tests in this book are designed to help students adjust to the pace, subject matter, and difficulty of the real Project Management Professional (PMP) exam. Geared towards anyone preparing for the exam, all tests include clear solutions to help you understand core concepts. If you plan on passing the PMP exam, it's time to test your knowledge. It's time for PMP Exam Prep - Questions, Answers, & Explanations. Now packed with Over 1,000 realistic PMP sample questions to help you pass the exam on your FIRST try. In this book: 1000+ detailed PMP exam practice questions including 18 condensed PMP mock exams that can be completed in one hour; 11 Targeted PMBOK Knowledge Area tests, and detailed solution sets for all PMP questions which include clear explanations and wording, PMBOK Knowledge Area and page references, and reasoning based on the PMBOK Guide - Fifth Edition. Includes FREE PMP exam formula reference sheet! ** For PMP exams AFTER March 2018 **