Fat Envelope Frenzy: One Year, Five Promising Students, and the Pursuit of the Ivy League Prize


Joie Jager-hyman - 2008
    Jager-Hyman also offers a startlingly frank appraisal of the college admission process and the important roles race and class continue to play in a student's efforts to attend the best school possible.

Playing to Win: Becoming the Champion


David Sirlin - 2005
    This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.

Minecraft: The Official Annual 2014


Jane Riordan - 2013
    With just your bare hands to mine with, you only have minutes to find food and shelter before darkness falls and the monsters come looking for you ...This annual celebrates the limitless possibilities of Minecraft. Packed with step-by-step instructions for exciting builds and projects, tips from the experts, including the game's creator Notch himself, cool things to make, games to test your brain power and codes to unravel, it's everything Minecraft fans have been waiting for.This might just be the one thing good enough to drag them away from their screens this year!

Gamestorming: A Playbook for Innovators, Rule-breakers, and Changemakers


Dave Gray - 2010
    But creating an environment for creative thinking and innovation can be a daunting challenge. How can you make it happen at your company? The answer may surprise you: gamestorming.This book includes more than 80 games to help you break down barriers, communicate better, and generate new ideas, insights, and strategies. The authors have identified tools and techniques from some of the world's most innovative professionals, whose teams collaborate and make great things happen. This book is the result: a unique collection of games that encourage engagement and creativity while bringing more structure and clarity to the workplace. Find out why -- and how -- with Gamestorming.Overcome conflict and increase engagement with team-oriented gamesImprove collaboration and communication in cross-disciplinary teams with visual-thinking techniquesImprove understanding by role-playing customer and user experiencesGenerate better ideas and more of them, faster than ever beforeShorten meetings and make them more productiveSimulate and explore complex systems, interactions, and dynamicsIdentify a problem's root cause, and find the paths that point toward a solution

Dice Games Properly Explained


Reiner Knizia - 2000
    The collection ranges from early games right up to newly invented games. The rules of all games are explained lucidly, and the tactical advice given is explicit.

Human Resources Management for Public and Nonprofit Organizations: A Strategic Approach


Joan E. Pynes - 1997
    This book shows how to integrate HR practices with the mission of their organization. An accessible tool complete with an instructor s manual, this book provides an integrated approach to current HR concerns and is unique in its focus on both public and nonprofit agencies. Offering guidance and techniques for implementing effective human resource management strategies job analysis, performance evaluation, recruitment and selection, training and development, compensation and benefits, and collective bargaining Pynes demonstrates how strategic human resources management is essential to proactively managing change.

Transforming the Difficult Child Workbook: An Interactive Guide to the Nurtured Heart Approach: For Parents, Teachers, Practitioners and All Other Caregivers


Howard Glasser - 2008
    This workbook was designed to provide the inspiring opportunity to experience the same exciting experiences of success with your children and transform them to a truly GREAT child.

From Birth to Five Years: Children's Developmental Progress


Mary D. Sheridan - 1973
    It is widely recognised as an invaluable reference for professionals training or working in health, education and social care.Features of this completely revised edition include:Charts describing key stages in the development of motor, perception, communication, play, independence and social skills, updated in the light of recent research and supported by over 120 illustrationsInformation on what we know about how children develop.A new section on the development of attention and self-regulationGuidelines for the assessment of children through observation and interactionAdvice on when to refer to specialist servicesGuidance is offered on ages at which children typically achieve key stages, whilst recognising individual variation in the rate of development and the influence of the child's environment. Based on an ethos of health promotion and the need for a common assessment framework, the book will be welcomed by all those who work with infants and young children.Dr Ajay Sharma is a Consultant Community Paediatrician in Southwark, LondonHelen Cockerill is a Consultant Speech and Language Therapist, working at the Evelina Children's Hospital in London.

Play: How It Shapes the Brain, Opens the Imagination, and Invigorates the Soul


Stuart M. Brown Jr. - 2009
    Or the blissful abandon of a golden retriever racing with glee across a lawn. This is the joy of play. By definition, play is purposeless and all-consuming. And, most important, it’s fun. As we become adults, taking time to play feels like a guilty pleasure—a distraction from “real” work and life. But as Dr. Stuart Brown illustrates, play is anything but trivial. It is a biological drive as integral to our health as sleep or nutrition. In fact, our ability to play throughout life is the single most important factor in determining our success and happiness. Dr. Brown has spent his career studying animal behavior and conducting more than six thousand “play histories” of humans from all walks of life—from serial murderers to Nobel Prize winners. Backed by the latest research, Play explains why play is essential to our social skills, adaptability, intelligence, creativity, ability to problem solve, and more. Play is hardwired into our brains—it is the mechanism by which we become resilient, smart, and adaptable people. Beyond play’s role in our personal fulfillment, its benefits have profound implications for child development and the way we parent, education and social policy, business innovation, productivity, and even the future of our society. From new research suggesting the direct role of three-dimensional-object play in shaping our brains to animal studies showing the startling effects of the lack of play, Brown provides a sweeping look at the latest breakthroughs in our understanding of the importance of this behavior. A fascinating blend of cutting-edge neuroscience, biology, psychology, social science, and inspiring human stories of the transformative power of play, this book proves why play just might be the most important work we can ever do.

Negotiation


Roy J. Lewicki - 1985
    A third revised edition of this study of the art and theories behind negotiation, which explores the psychology of bargaining, and the interpersonal conflicts and resolutions which occur during the process.

Changing the Game: How Video Games Are Transforming the Future of Business


David Edery - 2008
    Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force—encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own.Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity…in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyondChoose your best marketing opportunities—and avoid the pitfalls Use gaming to recruit and develop better employeesLearn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communitiesHelp your customers improve your products and services—and have fun doing it What gamers do better than computers, scientists, or governmentsUse games to solve problems that can’t be solved any other way

Diary of a Roblox Noob: Prison Life


Robloxia Kid - 2016
    Noob is stuck as a prisoner in the Prison Life game, struggling to escape from captivity to travel around the exciting world of Roblox. Can he and his friends Joe and Frank overcome the difficulties of their situation or will the guards prevail and keep them locked up forever? Find out in this awesome original Roblox Diary! Read for FREE now in Kindle Unlimited! Remember to follow Noob's adventures: Diary of a Roblox Noob: Murder Mystery Diary of a Roblox Noob: High School Diary of a Roblox Noob: Pokemon Brick Bronze

My First Book of ABC and 123: An Educational Picture Book for Young Children (Beginner Series: Book 1)


Lisl Fair - 2012
    The book contains 26 listening games for children from 6 months to 5 years of age. Good listeners make good students and good friends who can understand and follow the rules in a classroom or during games. The number section includes a sequential memory game for preschool children to help them practice their memorizing skills while learning to count from 1 to 10.The book can be used by parents, teachers and therapists to lay an early foundation for good listening skills. The book contains two supplementary books: Noah's Ark Activity Book and Fun Day on the Farm Activity Book.FORMAT:This book has been formatted to display well on eReaders and devices such as Kindle, Kindle Fire and Kindle apps for smartphones, tablets (including iPads) and computers.

Actionable Gamification: Beyond Points, Badges, and Leaderboards


Yu-kai Chou - 2015
    Within the industry, studies on game mechanics and behavioral psychology have become proliferate. However, few people understand how to merge the two fields into experience designs that reliably increases business metrics and generates a return on investment. Gamification Pioneer Yu-kai Chou takes reader on a journey to learn his twelve years of obsessive research in creating the Octalysis Framework, and how to apply the framework to create engaging and successful experiences in their product, workplace, marketing, and personal lives. Effective gamification is a combination of game design, game dynamics, behavioral economics, motivational psychology, UX/UI (User Experience and User Interface), neurobiology, technology platforms, as well as ROI-driving business implementations. This book explores the interplay between these disciplines to capture the core principles that contribute to good gamification design. The goal for this book is to become a strategy guide to help readers master the games that truly make a difference in their lives. Readers who absorb the contents of this book will have literally obtained what many companies pay tens of thousands of dollars to acquire. The ultimate aim is to enable the widespread adoption of good gamification and human-focused design in all types of industries.

Problem Solving 101: A Simple Book for Smart People


Ken Watanabe - 2007
    His goal was to help shift the focus in Japanese education from memorization to critical thinking, by adapting some of the techniques he had learned as an elite McKinsey consultant.He was amazed to discover that adults were hungry for his fun and easy guide to problem solving and decision making. The book became a surprise Japanese bestseller, with more than 370,000 in print after six months. Now American businesspeople can also use it to master some powerful skills.Watanabe uses sample scenarios to illustrate his techniques, which include logic trees and matrixes. A rock band figures out how to drive up concert attendance. An aspiring animator budgets for a new computer purchase. Students decide which high school they will attend.Illustrated with diagrams and quirky drawings, the book is simple enough for a middleschooler to understand but sophisticated enough for business leaders to apply to their most challenging problems.