Don't Bother Me Mom--I'm Learning!: How Computer and Video Games are Preparing Your Kids for 21st Century Success - and How You Can Help!


Marc Prensky - 2006
    He knows that if parents place good video games into a learning system in their homes they can reap major benefits for their children and themselves. They can accelerate their children's language and cognitive growth." —James Paul Gee, Tashia Mogridge Professor of Reading, University of Wisconsin-MadisonMarc Prensky presents the case—profoundly counter-cultural but true nevertheless—that video and computer game playing, within limits, is actually very beneficial to today's "Digital Native" kids, who are using them to prepare themselves for life in the 21st century. The reason kids are so attracted to these games, Prensky says, is that they are learning about important "future" things, from collaboration, to prudent risk taking, to strategy formulation and execution, to complex moral and ethical decisions. Prensky's arguments are backed up by university PhD's studying not just violence, but games in their totality, as well as studies of gamers who have become successful corporate workers, entrepreneurs, leaders, doctors, lawyers, scientists and other professionals.Because most adults (including the critics) can't play the modern complex games themselves (and discount the opinions of the kids who do play them) they rely on secondhand sources of information, most of whom are sadly misinformed about both the putative harm and the true benefits of game-playing. This book is the antidote to those misinformed, bombastic sources, in the press and elsewhere. Full of common sense and practical information, it provides parents with a large number of techniques approaches they can use—both over time and right away—to improve both their understanding of games and their relationships with their kids. What You Will Learn The aim of this book is to give you a peek into the hidden world into which your kids disappear when they are playing games, and to help you as an adult—especially if you are a concerned parent or teacher—understand and appreciate just how much your kids are learning that is POSITIVE from their video and computer games.In the few short hours it takes to read this book, you will learn: What it feels like to be in the world of computer and video games; How to appreciate the breadth and depth of modern computer and video games and the ways they make your kids learn; How to understand the various USEFUL skills your game-playing your kids are acquiring; How to understand your own kids better and build better relationships using games as a base; And, most importantly, How to augment and improve what your kids are learning by HAVING CONVERSATIONS THAT THEY WANT TO HAVE about their games.

The World's Greatest Mysteries


Gerry Brown - 1989
    Part of a series of books which examines real-life stories that have made newspaper headlines around the world, this features mysterious stories.

The Official Godzilla Compendium: A 40 Year Retrospective (Official Godzilla)


J.D. Lees - 1998
    144 pp. Ages 14 and up. Pub: 3/98.

Alan Bennett, Diaries 1980-1990


Alan Bennett - 1994
    But this is not just a diary for theatre lovers, although his insider’s ear on the arts world is well-attuned and unmissable. Bennett’s life is broader. His accounts of theatre troubles and even more troublesome critics are combined with his memories of a writer’s tour of Russia, life in New York and Camden, filming in Egypt and tales of a Yorkshire village. He also covers the big events of his time: the Falklands War, Mrs Thatcher and the assassination of John Lennon. Taken from Alan Bennett’s bestselling book, Writing Home, this keenly viewed history of the decade confirms Bennett as one of life’s great observers – clear-eyed, compassionate and funny.2 CDs. 1 hr 59 mins.

Enhancing Adult Motivation to Learn: A Comprehensive Guide for Teaching All Adults


Raymond J. Wlodkowski - 1998
    This completely revised edition of Enhancing Adult Motivation to Learn offers updated, culturally responsive practical advice and strategies in the jargon-free, readable style that made the original work so popular. This valuable resource is for teachers, trainers, and anyone who wants learning to be a motivating experience for all adults.

The Online Teaching Survival Guide: Simple and Practical Pedagogical Tips


Judith V. Boettcher - 2010
    Written by two pioneers in distance education, this guidebook presents practical instructional strategies spread out over a four-phase timeline that covers the lifespan of a course. The book includes information on a range of topics such as course management, social presence, community building, and assessment. Based on traditional pedagogical theory, The Online Teaching Survival Guide integrates the latest research in cognitive processing and learning outcomes. Faculty with little knowledge of educational theory and those well versed in pedagogy will find this resource essential for developing their online teaching skills. Praise for The Online Teaching Survival Guide"At a time when resources for training faculty to teach online are scarce, Judith Boettcher and Rita-Marie Conrad have presented a must-read for all instructors new to online teaching. By tying best practices to the natural rhythms of a course as it unfolds, instructors will know what to do when and what to expect. The book is a life raft in what can be perceived as turbulent and uncharted waters." --Rena M. Palloff and Keith Pratt, program directors and faculty, Teaching in the Virtual Classroom Program, Fielding Graduate University"Developed from years of experience supporting online faculty, Judith Boettcher and Rita-Marie Conrad's book provides practical tips and checklists that should especially help those new to online teaching hit the ground running." --Karen Swan, Stukel Distinguished Professor of Educational Leadership, University of Illinois Springfield"This book blends a fine synthesis of research findings with plenty of practical advice. This book should be especially valuable for faculty teaching their first or second course online. But any instructor, no matter how experienced, is likely to find valuable insights and techniques." --Stephen C. Ehrmann, director, Flashlight Program for the Study and Improvement of Educational Uses of Technology; vice president, The Teaching, Learning, and Technology Group

Temperance Brennan Collection Set


Kathy Reichs - 2011
    Includes:Deja DeadDeath Du JourDeadly DecisionsFatal VoyageGrave SecretsBare BonesMonday MourningCross BonesBreak No BonesBones to AshesDevil Bones206 BonesSpider Bones

The Kid Sensation Series


Kevin Hardman - 2014
     __________ SENSATION (Kid Sensation #1) Like millions of other kids, Jim grew up wanting to be a superhero. Unlike most of his contemporaries, however, Jim actually had the goods: a plethora of super powers that would have been the envy of any meta on the planet. But when his tryout with the Alpha League - the world's premiere group of supers - goes disastrously wrong, Jim basically becomes an outcast. Two years later, Jim is still bitter about what happened to him. However, he soon finds himself the centerpiece in an odd turn of events that gives him a second chance at his dream. But nothing is as easy as it sounds, as Jim soon discovers. Among other things, he’s made an enemy of a prospective super teammate, he’s being stalked by an unknown pursuer, and a shadowy cabal bent on world domination has identified him as the only obstacle to their plans. It’s a lot for one super to handle, even with a smorgasbord of abilities. But if saving the world were easy, everyone would do it… __________ MUTATION (Kid Sensation #2) Kid Sensation is back! The intrepid teen super with the plethora of powers returns in a new adventure. Having saved the planet and earned a place with the world’s premiere superhero team, Jim (aka Kid Sensation) is preparing to attend the prestigious Academy, where teen supers from every corner of the globe learn to master their abilities. At the same time, however, he is approached by a mysterious government organization that wants Jim to work for them - and they won’t take “No” for an answer. Moreover, at the Academy itself, an insidious and highly contagious virus is running amok through the student population, striking at the heart of their abilities. Students are losing control of their powers, with lethal consequences… Now, in addition to evading the machinations of government agents, Jim must solve the mystery behind the virus - and how to stop it - before every super everywhere becomes fatally infected. __________ INFILTRATION (Kid Sensation #3) Having a surfeit of super powers is great for battling bad guys and saving the world, as Jim (aka Kid Sensation) is finding out, but less useful in dealing with day-to-day situations – like bonding with his superhero father, adjusting to a team environment, and coping with what might be perceived as a growing rivalry between himself and another teen super. On top of all that, despite having a serious girlfriend, he finds himself inexplicably drawn to a new female super he’s just met. At the same time, some villain has just gotten himself a new toy: an unknown weapon of tremendous power that is able to strike without warning, causing unprecedented destruction and loss of life. Perhaps more terrifying, the wielders of this weapon make no demands and issue no threats; they simply attack. Even the Alpha League, the world’s greatest superhero team, is not immune, suffering an assault on their very own doorsteps. It quickly becomes clear that the only way to stop this new evil is from within. With his unique abilities, Jim is the only person capable of infiltrating the enemy’s ranks. It’s up to him to figure out who is behind these attacks, what they want, and find a way to stop them – and their secret weapon – before they bring the entire world to its knees.

Collected Screenplays 1: Jokes / Gummo / julien donkey-boy


Harmony Korine - 2002
    This collection of three screenplays displays his defiantly unorthodox approach to film form, as well as the unclassifiable imaginative energy that drives all of his work.

Teaching Today: A Practical Guide


Geoffrey Petty - 1998
    Signposted for coverage of FENTO standards, with full coverage of the C&G 7407, 7302, and Cert Ed courses. Retaining the unique style of the previous editions, this is an essential text for students and qualified teachers.

Design for How People Learn


Julie Dirksen - 2011
    Many of us are also teaching, even when it's not in our job descriptions. Whether it's giving a presentation, writing documentation, or creating a website or blog, we need and want to share our knowledge with other people. But if you've ever fallen asleep over a boring textbook, or fast-forwarded through a tedious e-learning exercise, you know that creating a great learning experience is harder than it seems.In Design For How People Learn, you'll discover how to use the key principles behind learning, memory, and attention to create materials that enable your audience to both gain and retain the knowledge and skills you're sharing. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn will teach you how to leverage the fundamental concepts of instructional design both to improve your own learning and to engage your audience.

The Official Dick Van Dyke Show Book


Vince Waldron - 1994
    It ran for five years, won 15 Emmys and set the pace for the sophisticated sitcom. Written with the full cooperation of Dick Van Dyke, Carl Reiner and Mary Tyler Moore, The Official Dick Van Dyke Show Book is the first and only authorized backstage history of TV's most enduring comedy, an ultimate viewer guide to the dhow, both on and off camera. The book reads like a great dramatic script itself, beginning with the task of getting the show on its feet, moving on to the struggles to keep it alive.The first and only complete, fully authorized "biography" of one of TV's most beloved sitcoms, including the first complete viewer's guide to all 158 episodes, including a rare look at Carl Reiner's Head of the Family, the pilot film that started it all, as well as special behind-the-scenes trivia and a full chapter concordance. 50 black and white photos.

How to be an Outstanding Primary School Teacher


David Dunn - 2011
    And the best news? This book tells you how to do it without spending lots more time planning, researching and preparing out of this world lessons.All of the activities have been tried-and-tested in the classroom and are divided into three areas: ideas for embedding or preparing ''''by this time tomorrow'''', ''''by this time next month'''' and ''''by this time next term'''' so you can choose the activity you have time for. Each chapter focuses on a perennial issue in teaching and in inspection, such as differentiation, working with your Teaching Assistant and Assessment for Learning.There are dozens of starters and plenaries and useful websites, and the authors own website offers resources to save you even more time. A must for all primary school teachers who want to become outstanding, not just for the inspectors but for every child they teach.

Game Programming Patterns


Robert Nystrom - 2011
    Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.

The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education


Karl M. Kapp - 2012
    He has put together a brilliant primer for learning professionals on how to gamify learning, packed with useful advice and examples." --Anders Gronstedt, president, Gronstedt Group"After reading this book, you'll never be able to design boring learning again." --Connie Malamed, author, Visual Language For Designers; author/creator of The eLearning Coach Blog"Engaging, informative and complete; if you need to understand anything about instructional game design, this is the book you need. It provides the right amount of academic evidence, practical advice and insightful design tips to have you creating impactful learning in no time." --Sherry Engel, associate director learning technology, Penn Medicine Center for Innovation and Learning"What Karl Kapp has done with this book is looked at games and learning from every possible angle....he provocatively asks questions that the learning community needs to answer, like 'Do our design processes still work?' and 'Are we really meeting the needs of today's learners?' This book may make you anxious, make you laugh, or make you angry. But one thing it will definitely do is make you think." --Rich Mesch, experiential learning guru, Performance Development Group