Achieving Excellence in Fundraising


Eugene R. Tempel - 2003
    With contributions from noted experts in the field, and filled with illustrative examples, this book demonstrates why fundraising is a strategic management discipline and clearly defines each step in the fundraising cycle. Praise for the Third Edition of Achieving Excellence in Fundraising"Achieving Excellence in Fundraising brings together the voices of leaders in the field with the research expertise of the Center on Philanthropy at Indiana University. This winning combination makes the updated third edition an excellent resource for everyone engaged in nonprofit fundraising." --John Lippincott, president, Council for Advancement and Support of Education (CASE)"This book is the best road map--coupled with creative approaches to the practice of fund development--you will find. The sections addressing donor interest and stewardship alone are worth the price. Take time to enhance your fundraising skills, and, most importantly, increase your fundraising results. Tempel, Seiler, and Aldrich have collaborated on apublication worthy of serious study." --William C. McGinly, president and CEO, Association for Healthcare Philanthropy"The third edition of this seminal piece of literature, Achieving Excellence in Fundraising, is a wonderful continuation of a legacy that provides the nonprofit sector with a thoughtful, comprehensive, and well-organized approach to contemporary and ethical fundraising practices. The legacy lives on!" --Denny Smith, president and CEO, CFRE International"One of the most significant challenges that the grantee organizations of foundations face is building sustainable resources. Achieving Excellence in Fundraising will help them build the fundraising program they need to do so." --Steve Gunderson, president and CEO, Council on Foundations"Today's donors seek new philanthropic experiences. Achieving Excellence in Fundraising couples the importance of good stewardship and relationships with innovation, engagement, and long-term results. This third edition takes a critical new look at a classic sector must-read." --Brian Gallagher, president and CEO, United Way Worldwide

Wednesday


Anne Bertier - 2014
    But it's also about what it is to really play imaginatively with another. Every Wednesday, our two friends get together to play. Sometimes they have some tough moments, like all true friends, but they mostly have the best time that two friends can ever have together! Illustrated in a strong, two-color graphic style, Wednesday has strong appeal for the youngest readers as well as for parents and teachers.Anne Bertier has been writing and illustrating children's books since 1995. She studied literature while attending mime courses at the Sylvia Monfort School. Her particular interests in creating art are composition and balance.

Game Feel: A Game Designer's Guide to Virtual Sensation


Steve Swink - 2008
    The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.

The Autistic Spectrum


Lorna Wing - 1996
    About one-third also have varying degrees of learning difficulty. All of them have impairment of social interaction, communication and imagination - to them the world appears a bewildering and sometimes frightening place. This guide explains how people with autism experience the world and why they need an organized, structured environment. Ways of improving communication, developing abilities and enlarging social interaction are described, and advice is given on coping with stresses within the family.

The Popcorn Report


Faith Popcorn - 1979
    For the corporate manager and the owner of a "kitchen table" business alike, The Popcorn Report offers hundreds of ideas for new products to create, new businesses to start, and new markets to capture. Here, too, are the market waves that are beginning to dominate your personal and profes-sional lives. Faith reveals how to chart the future's impact on your business, how to capitalize on the newest trends, and the ways in which emerging mar-keting techniques will revive the dying retail market. She also describes what impact these changes will have on your habits at work, at home, and at play. Here is every businessperson's chance to get the word on the future--now.00-01 William Allen White Children's Book Award Masterlist

The Third Teacher


OWP/P Architects - 2010
    Written for anyone who has school-age children in their life, from educators and education decision-makers to parents and community activists, this book is intended to ignite a blaze of discussion and initiative about environment as an essential element of learning. Including a wealth of interviews, facts, statistics, and stories from experts in a wide range of fields, this book is a how-to guide to be used to connect with the many organizations, individuals, and ideas dedicated to innovating and improving teaching and learning. Contributors include children’s singer and advocate Raffi, author and creativity consultant Sir Ken Robinson, scientist and environmentalist David Suzuki, inventor James Dyson, and other experts who are working to create fresh solutions to problems and create a new blueprint for the future of education.

The Elements of User Experience: User-Centered Design for the Web


Jesse James Garrett - 2002
    This book aims to minimize the complexity of user-centered design for the Web with explanations and illustrations that focus on ideas rather than tools or techniques.

The Power of Positive Deviance: How Unlikely Innovators Solve the World's Toughest Problems


Richard Tanner Pascale - 2010
    What if they'd already been solved and you didn't even know it? In The Power of Positive Deviance, the authors present a counterintuitive new approach to problem-solving. Their advice? Leverage positive deviants--the few individuals in a group who find unique ways to look at, and overcome, seemingly insoluble difficulties. By seeing solutions where others don't, positive deviants spread and sustain needed change.With vivid, firsthand stories of how positive deviance has alleviated some of the world's toughest problems (malnutrition in Vietnam, staph infections in hospitals), the authors illuminate its core practices, including:· Mobilizing communities to discover "invisible" solutions in their midst· Using innovative designs to "act" your way into a new way of thinking instead of thinking your way into a new way of acting· Confounding the organizational "immune response" seeking to sustain the status quoInspiring and insightful, The Power of Positive Deviance unveils a potent new way to tackle the thorniest challenges in your own company and community.

Automating Inequality: How High-Tech Tools Profile, Police, and Punish the Poor


Virginia Eubanks - 2018
    In Pittsburgh, a child welfare agency uses a statistical model to try to predict which children might be future victims of abuse or neglect.Since the dawn of the digital age, decision-making in finance, employment, politics, health and human services has undergone revolutionary change. Today, automated systems—rather than humans—control which neighborhoods get policed, which families attain needed resources, and who is investigated for fraud. While we all live under this new regime of data, the most invasive and punitive systems are aimed at the poor.In Automating Inequality, Virginia Eubanks systematically investigates the impacts of data mining, policy algorithms, and predictive risk models on poor and working-class people in America. The book is full of heart-wrenching and eye-opening stories, from a woman in Indiana whose benefits are literally cut off as she lays dying to a family in Pennsylvania in daily fear of losing their daughter because they fit a certain statistical profile.The U.S. has always used its most cutting-edge science and technology to contain, investigate, discipline and punish the destitute. Like the county poorhouse and scientific charity before them, digital tracking and automated decision-making hide poverty from the middle-class public and give the nation the ethical distance it needs to make inhumane choices: which families get food and which starve, who has housing and who remains homeless, and which families are broken up by the state. In the process, they weaken democracy and betray our most cherished national values.This deeply researched and passionate book could not be more timely.Naomi Klein: "This book is downright scary."Ethan Zuckerman, MIT: "Should be required reading."Dorothy Roberts, author of Killing the Black Body: "A must-read for everyone concerned about modern tools of inequality in America."Astra Taylor, author of The People's Platform: "This is the single most important book about technology you will read this year."

Chris Crawford on Game Design


Chris Crawford - 2003
    This book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, and more.

Best Friends Forever: And More True Stories of Animal Friendships (National Geographic Kids Chapters)


Amy Shields - 2012
    In this book you'll meet four unlikely pairings, including Billy and Lilly. Billy the boxer adopted Lilly the goat when she was abandoned by her mother. Billy and Lilly are rarely apart since Billy has taken on the role of Lilly's protector, caretaker, and constant companion. This and the other stories in this book will enchant readers and empower them to devour the more text-heavy "grown up" style of the book, while still keeping the story easily digestable for a hestitant reader.National Geographic supports K-12 educators with ELA Common Core Resources.Visit www.natgeoed.org/commoncore for more information.

Total Engagement: How Games and Virtual Worlds Are Changing the Way People Work and Businesses Compete


Byron Reeves - 2009
    Games can not only stem boredom and decrease turnover, but also enhancee collaboration and encourage creative leadership. Games require extraordinary teamwork, elaborate data analysis and strategy, recruitment and retention of top players, and quick decision making. Recreating some elements of games - such as positioning tasks within stories, creating internal economies, and implementing participant-driven communication systems - can not only boost employee engagement but overall productivity.Of course, the strong psychological power of games can have both positive and negative consequences for the workplace. That's why it's important to put them into practice correctly from the beginning - and Reeves and Read explain how by showing which good design principles are a powerful antidote to the addictive and stress-inducing potential of games. Supported by specific case studies and years of research, Total Engagement will completely change the way you view both work and play.

Your Child's Health: The Parents' One-Stop Reference Guide to: Symptoms, Emergencies, Common Illnesses, Behavior Problems, and Healthy Development


Barton D. Schmitt - 1987
    Emergencies:--when to call your child's physician immediately-what to do in case of burns, bites, stings, poisoning, choking, and injuriesCommon Illnesses:-when it's safe to treat your child at home-step-by-step instructions on dealing with fever, infections, allergies, rashes, earaches, croup and other common ailmentsBehavior Problems:-proven strategies for colic, sleep disturbances, toilet training problems, thumbsucking, and the video game craze-no-nonsense discipline techniques for biting, temper tantrums, sibling fighting, and school refusalHealth Promotion: From Birth Through Adolescence:-essential advice on newborn baby care, nutrition, cholesterol testing, immunizations, and sex education-ways of preventing spoiled children, picky eaters, overeating, tooth decay, accidents, and homework problems

The Little CBT Workbook


Michael Sinclair - 2012
    With interactive exercises and checklists, this book is suitable for self-teaching or for supplementing a CBT course.

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