Book picks similar to
Gameworld Interfaces by Kristine Jorgensen
design
game-design-writing
gaming
academia
The Study of Second Language Acquisition
Rod Ellis - 1994
This thorough introduction to second language research provides a comprehensive review of the research into learner language, internal and external factors in language acquisition, individual differences, and classroom second language learning.
Game Design Workshop: A Playcentric Approach to Creating Innovative Games
Tracy Fullerton - 2008
This design workshop begins with an examination of the fundamental elements of game design; then puts you to work in prototyping, playtesting and redesigning your own games with exercises that teach essential design skills. Workshop exercises require no background in programming or artwork, releasing you from the intricacies of electronic game production, so you can develop a working understanding of the essentials of game design.Features:* A design methodology used in the USC Interactive Media program, a cutting edge program funded in part of Electronic Arts. * Hands-on exercises demonstrate key concepts, and the design methodology* Insights from top industry game designers, including Noah Falstein, American McGee, Peter Molyneux
Creative Intelligence
Bruce Nussbaum - 2012
Successful methods of dealing with problems have become outmoded. To be successful, you can’t just be good. Youalso need to be creative.In Creative Intelligence, innovation expert Bruce Nussbaum charts the making of a new literacy, Creative Intelligence, or CQ. From corporate CEOs trying to parse the confusing matrix of global business to K-12 teachers attempting to reach bored kids in increasingly wired classrooms, creativity is viewed as the antidote to uncertainty and complexity. Creative Intelligence embodies a bundle of specific literacies that increase our ability to navigate the unknown. It’s a skill-set that explorers have tacitly used for eons but which, only now, is explicitly revealing its secrets to us.Nussbaum explores how people and organizations are learning to be more creative in work and in life, and investigates the ways in which individuals, corporations, and nations are boosting their CQ—and how that translates into their abilities to make new products and solve new problems. Creative Intelligence shows readers how to frame problems in new ways and devise solutions that are original by drawing insight from anthropology and culture rather than psychology and the brain. Smart and eye opening, it introduces us to the next evolutionary step and our future. Ultimately, Creative Intelligence will show readers how to boost their creative capacity, build creative confidence, and connect creativity with capitalism in a new form--Indie Capitalism--that could, and should, replace Finance Capitalism.
Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do
Lawrence Kutner - 2008
Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried...
"I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer... and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!"
"I'm concerned that this game playing is just the kid and the TV screen... how is this going to affect his social skills?""I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways.In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
On Photography
Susan Sontag - 1973
Sontag develops further the concept of 'transparency'. When anything can be photographed and photography has destroyed the boundaries and definitions of art, a viewer can approach a photograph freely with no expectations of discovering what it means. This collection of six lucid and invigorating essays, the most famous being "In Plato's Cave", make up a deep exploration of how the image has affected society.
Mockingjay: The Hunger Games - Book Three (A BookCaps Study Guide)
BookCaps - 2011
The perfect companion to Suzanne Collins' "Mockingjay: The Hunger Games - Book One," this study guide contains a chapter by chapter analysis of the book, a summary of the plot, and a guide to major characters and themes.BookCap Study Guides do not contain text from the actual book, and are not meant to be purchased as alternatives to reading the book.
Becoming a Student-Ready College: A New Culture of Leadership for Student Success
Tia McNair - 2016
Becoming a Student-Ready College flips the college readiness conversation to provide a new perspective on creating institutional value and facilitating student success. Instead of focusing on student preparedness for college (or lack thereof), this book asks the more pragmatic question of what are colleges and universities doing to prepare for the students who are entering their institutions? What must change in an institution's policies, practices, and culture in order to be student-ready?Clear and concise, this book is packed with insightful discussion and practical strategies for achieving your ambitious student success goals. These ideas for redesigning practices and policies provide more than food for thought--they offer a real-world framework for real institutional change. You'll learn:How educators can acknowledge their own biases and assumptions about underserved students in order to allow for change New ways to advance student learning and success How to develop and value student assets and social capital Strategies and approaches for creating a new student-focused culture of leadership at every level To truly become student-ready, educators must make difficult decisions, face the pressures of accountability, and address their preconceived notions about student success head-on. Becoming a Student-Ready College provides a reality check based on today's higher education environment.
Understanding Abnormal Behavior
David Sue - 1981
The first abnormal psychology book to present a thoroughly integrated multicultural perspective--based on the authors' view that cross-cultural comparisons can greatly enhance the understanding of disorders--the text provides extensive coverage and integration of multicultural models, explanations, and concepts. The book also helps you gain an understanding of abnormal behavior as scientific and clinical endeavors, while providing insight into the tools that mental health professionals use to study and treat disorders.
This is Service Design Thinking: Basics – Tools – Cases
Marc Stickdorn - 2010
Service Design is a bit of a buzzword these days and has gained a lot of interest from various fields. This book, assembled to describe and illustrate the emerging field of service design, was brought together using exactly the same co-creative and user-centred approaches you can read and learn about inside. The boundaries between products and services are blurring and it is time for a different way of thinking: this is service design thinking.A set of 23 international authors and even more online contributors from the global service design community invested their knwoledge, experience and passion together to create this book. It introduces service design thinking in a manner accessible to beginners and students, it broadens the knowledge and can act as a resource for experienced design professionals.
Designing for Behavior Change: Applying Psychology and Behavioral Economics
Stephen Wendel - 2013
This practical guide shows you how to design these types of products for users seeking to take action and achieve specific goals.Stephen Wendel, HelloWallet’s head researcher, takes you step-by-step through the process of applying behavioral economics and psychology to the practical problems of product design and development. Using a combination of lean and agile development methods, you’ll learn a simple iterative approach for identifying target users and behaviors, building the product, and gauging its effectiveness. Discover how to create easy-to-use products to help people make positive changes.Learn the three main strategies to help people change behaviorIdentify your target audience and the behaviors they seek to changeExtract user stories and identify obstacles to behavior changeDevelop effective interface designs that are enjoyable to useMeasure your product’s impact and learn ways to improve itUse practical examples from products like Nest, Fitbit, and Opower
A Theory of Fun for Game Design
Raph Koster - 2004
It features a novel way of teaching interactive designers how to create and improve their designs to incorporate the highest degree of fun. As the book shows, designing for fun is all about making interactive products like games highly entertaining, engaging, and addictive. The book's unique approach of providing a highly visual storyboard approach combined with a narrative on the art and practice of designing for fun is sure to be a hit with game and interactive designers.At first glance A Theory of Fun for Game Design is a book that will truly inspire and challenge game designers to think in new ways; however, its universal message will influence designers from all walks of life. This book captures the real essence of what drives us to seek out products and experiences that are truly fun and entertaining. The author masterfully presents his engaging theory by showing readers how many designs are lacking because they are predictable and not engaging enough. He then explains how great designers use different types of elements in new ways to make designs more fun and compelling. Anyone who is interested in design will enjoy how the book works on two levels--as a quick inspiration guide to game design, or as an informative discussion that details the insightful thinking from a great mind in the game industry.
The Only Academic Phrasebook You'll Ever Need: 600 Examples of Academic Language
Luiz Otávio Barros - 2016
It was written for both graduate and undergraduate students who already know the basics of academic writing but may still struggle to express their ideas using the right words. The Only Academic Phrasebook You’ll Ever Need contains 600 sentence templates organized around the typical sections of an academic paper. Here are some examples: 1. Establishing a research territory: The last few years have seen an increased interest in ____. 2. Describing research gaps: To date, no study has looked specifically at ____. 3. Stating your aims: The aim of this study is to discuss the extent to which ____. 4. Describing the scope and organization of your paper: In chapter ____ , the concept of ____ is further explored. 5. General literature review: A number of scholars have attempted to identify ____. 6. Referencing: In his 1799 study, Smith argued that ____. 7. Sampling and data collection: Participants were randomly selected based on ____. 8. Data analysis and discussion: The data provide preliminary evidence that ____. The Only Academic Phrasebook You’ll Ever Need also contains 80 grammar and vocabulary tips for both native and non-native speakers. For example: 1. What's the difference between "effect" and "affect"? “Imply” and “infer”? "They're", "their" and "there"? 2. Is "irregardless" correct? 3. Do you say "the criteria was" or "the criteria were"? The Only Academic Phrasebook You’ll Ever Need is NOT a comprehensive academic writing textbook. It will NOT teach you key academic skills such as choosing the right research question, writing clear paragraphs, dealing with counter arguments and so on. But it will help you find the best way to say what you want to say so you can ace that paper!
Operative Design: A Catalog of Spatial Verbs
Anthony di Mari - 2012
These operative verbs abstract the idea of spatial formation to its most basic terms, allowing for an objective approach to create the foundation for subjective spatial design. Examples of these verbs are expand, inflate, nest, wist, lift, embed, merge and many more. Together they form a visual dictionary decoding the syntax of spatial verbs. The verbs are illustrated with three-dimensional diagrams and pictures of designs which show the verbs 'in action'.This approach was devised, tested, and applied to architectural studio instruction by Anthony Di Mari and Nora Yoo while teaching at Harvard University's Career Discovery Program in Architecture in 2010. As instructors and as recent graduates, they saw a need for this kind of catalogue from both sides - as a reference manual applicable to design students in all stages of their studies, as well as a teaching tool for instructors to help students understand the strong spatial potential of abstract operations.
Never Underestimate Your Teachers: Instructional Leadership for Excellence in Every Classroom
Robyn R. Jackson - 2013
Jackson, author of the best-selling Never Work Harder Than Your Students and Other Principles of Great Teaching.In this book for school leaders, Jackson presents a new model for understanding teaching as a combination of skill and will and explains the best ways to support individual teachers' ongoing professional development. Here, you'll learn how to meet your teachers where they are and help every one of them--from the raw novice to the savvy veteran, from the initiative-weary to the change-challenged to the already outstanding--develop the mindset and habits of master teachers. Real-life examples, practical tools, and strategies for managing time and energy demands will help you build your leadership capacity as you raise the level of instructional excellence throughout your school.To move your school forward, you must move the people in it. If you want a master teacher every classroom, you must commit to helping every teacher be a master teacher. That work begins here.
The Art of Game Design: A Book of Lenses
Jesse Schell - 2008
The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.