Don't Waste Your Time Homeschooling: 72 Things I Wish I'd Known


Traci Matt - 2014
    "Don’t Waste Your Time Homeschooling: 72 Things I Wish I’d Known" features concrete suggestions to help you: • Discover ways to take your family’s pulse and maintain a peaceful household. • Realize how easy it can be to sidestep the isolation trap. • Find creative ways to maintain your own identity amid a sea of others’ needs. • Learn the one easy habit to help avoid conflict with busy teen drivers. • Explain to others how your children are being properly socialized.

Born Reading: Bringing Up Bookworms in a Digital Age -- From Picture Books to eBooks and Everything in Between


Jason Boog - 2014
    In Born Reading, publishing insider (and new dad) Jason Boog explains how that can be as simple as opening a book. Studies have shown that interactive reading—a method that creates dialogue as you read together—can raise a child's IQ by more than six points. In fact, interactive reading can have just as much of a determining factor on a child's IQ as vitamins and a healthy diet. But there's no book that takes the cutting-edge research on interactive reading and shows parents, teachers, and librarians how to apply it to their day-to-day lives with kids, until now. Born Reading provides step-by-step instructions on interactive reading and advice for developing your child's interest in books from the time they are born. Boog has done the research, talked with the leading experts in child development, and worked with them to compile the "Born Reading Essential Books" lists, offering specific titles tailored to the interests and passions of kids from birth to age five. But reading can take many forms—print books as well as ebooks and apps—and Born Reading also includes tips on how to use technology the right way to help (not hinder) your child's intellectual development. Parents will find advice on which educational apps best supplement their child's development, when to start introducing digital reading to their child, and how to use tech to help create the readers of tomorrow.Born Reading will show anyone who loves kids how to make sure the children they care about are building a powerful foundation in literacy from the beginning of life.

What It's Really Like


Jane Morris - 2020
    In this book, you’ll find a bit of everything including the usual helicopter parents and awful administration, horrendous student behavior with no consequences, and crazy-ass parents and their insane requests. But you’ll also find weirdly entertaining stories about a little kid with a foot fetish, a group of teachers chasing a naked kid around the school parking lot, and two pregnant sisters fighting over the same baby daddy on the first day of school. There’s plenty of gross stuff, like all the strange places kids put their poop and dirty maxi pads, a Barbie in a butthole, and kids who masturbate in class and hump desks. Unlike her other books, Morris included a sprinkling of tales that will break your heart and a few that will give you the warm and fuzzies we all need to keep going. This book is hilarious, shocking, heartwarming, sad, gross, and sometimes inspiring because that is what teaching is really like.

The Will to Lead, the Skill to Teach: Transforming Schools at Every Level


Anthony Muhammad - 2011
    The authors acknowledge both the structural and sociological issues that contribute to low-performing schools and offer multiple tools and strategies to assess and improve classroom management, increase literacy, establish academic vocabulary, and contribute to a healthier school culture.

Educating Nurses: A Call for Radical Transformation


Lee S. Shulman - 2009
    This book will incite controversy, wonderful debate, and dialogue among nurses and others. It is a must-read for every nurse educator and for every nurse that yearns for nursing to acknowledge and reach for the real difference that nursing can make in safety and quality in health care." --Beverly Malone, chief executive officer, National League for Nursing"This book describes specific steps that will enable a new system to improve both nursing formation and patient care. It provides a timely and essential element to health care reform." --David C. Leach, former executive director, Accreditation Council for Graduate Medical Education"The ideas about caregiving developed here make a profoundly philosophical and intellectually innovative contribution to medicine as well as all healing professions, and to anyone concerned with ethics. This groundbreaking work is both paradigm-shifting and delightful to read." --Jodi Halpern, author, From Detached Concern to Empathy: Humanizing Medical Practice"This book is a landmark work in professional education! It is a must-read for all practicing and aspiring nurse educators, administrators, policy makers, and, yes, nursing students." --Christine A. Tanner, senior editor, Journal of Nursing Education"This work has profound implications for nurse executives and frontline managers." --Eloise Balasco Cathcart, coordinator, Graduate Program in Nursing Administration, New York University

Glued to Games: How Video Games Draw Us In and Hold Us Spellbound


Scott Rigby - 2011
    It is the first truly balanced research-based analysis on the games and gamers, addressing both the positive and negative aspects of habitual playing by drawing on significant recent studies and established motivational theory.Filled with examples from popular games and the real experiences of gamers themselves, Glued to Games gets to the heart of gaming's powerful psychological and emotional allure--the benefits as well as the dangers. It gives everyone from researchers to parents to gamers themselves a clearer understanding the psychology of gaming, while offering prescriptions for healthier, more enjoyable games and gaming experiences.

Game Frame: Using Games as a Strategy for Success


Aaron Dignan - 2011
    All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.

A New Pet in the Family


John H. Carroll - 2011
    Aimed for readers age five to ten, Bookata’s books allow the users (parents and children alike) to change in a few minutes the whole content, from illustrations to text.

The Icarus Deception: How High Will You Fly?


Seth Godin - 2012
    But he ignored that warning and plunged to his doom. We’ve retold this myth, and many others like it, to generations of kids. All these stories have the same lesson: Play it safe. Obey your parents. Listen to the experts. It was the perfect propaganda for the industrial economy. What boss wouldn’t want employees to believe that obedience and conformity are the keys to success? But there’s another part of the myth that those in power hope you’ll forget. Icarus was also warned not to fly too low, because sea water would ruin the lift in his wings. Flying too low is even more dangerous than flying too high, because it feels deceptively safe.The safety zone has moved. The propaganda has been exposed, and the old promises have been broken: Conformity no longer leads to comfort. But the good news is that creativity is scarce, and more valuable than ever. So is choosing to do something unpredictable and brave: make art.Being an artist isn’t a genetic disposition or a specific talent. It’s an attitude we can all adopt. It’s a hunger to seize new ground, make connections, and work without a map. If you do those things you’re an artist, no matter what it says on your business card.Whether you’re a teacher, engineer, doctor, middle manager, or customer service rep, you can fly higher by bringing your best self to work. You can care about what you’re doing today and how you can improve tomorrow. Godin shows us how it’s possible, and convinces us why it’s essential.

101 Things I Learned in Architecture School


Matthew Frederick - 2006
    It is also a book they may want to keep out of view of their professors, for it expresses in clear and simple language things that tend to be murky and abstruse in the classroom. These 101 concise lessons in design, drawing, the creative process, and presentation--from the basics of "How to Draw a Line" to the complexities of color theory--provide a much-needed primer in architectural literacy, making concrete what too often is left nebulous or open-ended in the architecture curriculum. Each lesson utilizes a two-page format, with a brief explanation and an illustration that can range from diagrammatic to whimsical. The lesson on "How to Draw a Line" is illustrated by examples of good and bad lines; a lesson on the dangers of awkward floor level changes shows the television actor Dick Van Dyke in the midst of a pratfall; a discussion of the proportional differences between traditional and modern buildings features a drawing of a building split neatly in half between the two. Written by an architect and instructor who remembers well the fog of his own student days, 101 Things I Learned in Architecture School provides valuable guideposts for navigating the design studio and other classes in the architecture curriculum. Architecture graduates--from young designers to experienced practitioners--will turn to the book as well, for inspiration and a guide back to basics when solving a complex design problem.

Atari Inc.: Business is Fun


Marty Goldberg - 2012
    - Business is Fun, the book that goes behind the company that was synonymous with the popularization of 'video games.'Nearly 8 years in the making, Atari Inc. - Business is Fun is comprised of thousands of researched documents, hundreds of interviews, and access to materials never before available.An amazing 800 pages (including nearly 300 pages of rare, never before seen photos, memos and court documents), this book details Atari's genesis from an idea between an engineer and a visionary in 1969 to a nearly $2 billion dollar juggernaut, and ending with a $538 million death spiral during 1984. A testament to the people that worked at this beloved company, the book is full of their personal stories and insights. Learn about topics like:* All the behind the scenes stories surrounding the creation of the company's now iconic games and products.* The amazing story of Atari's very own "Xerox PARC" research facility up in the foothills of the Sierra Mountains* The full recounting of Steve Jobs's time at Atari, with comments from the people he worked with on projects and the detailed story of the creation of Atari Breakout, including input by Steve Wozniak on his development of the prototype, and how it couldn't be used and another Atari engineer would have to make the final production Breakout arcade game instead.* The creation of "Rick Rats Big Cheese Restaurants" which later became "Chuck E. Cheese's"* How Atari Inc. faltered and took down an entire industry with it before being put on the chopping block.If you've ever wanted to learn about the truth behind the creation of this iconic company told directly by the people who made FUN for a living, then this is the book for you!

Easter Bunny: Stories, Jokes, Games, and More!


Uncle Amon - 2015
    Each story is easy to read and exciting. Cute and bright illustrations for younger readers and a free coloring book! KINDLE UNLIMITED & AMAZON PRIME members can read this book for FREE! These stories are great for quick bedtime stories and cute tales to be read aloud with friends and family! Excellent for early and beginning readers Great for reading aloud with friends and family Cute short stories that are great for a quick bedtime story Funny and hilarious jokes & illustrations for kids Includes fun puzzles and games for kids FREE coloring book downloads included This books is especially great for traveling, waiting rooms, and read aloud at home. Story List & Activities: The Easter Bunny Funny Easter Jokes Games and Puzzles FREE Coloring Book Downloads WHAT A GREAT DEAL! => CUTE STORY, JOKES, GAMES, AND A COLORING BOOK! Your child will be entertained for hours! Scroll up and click 'buy' and spend some quality time with your child! 100% Money Back Guaranteetags: Easter books for kids, Easter, Easter bunny, kids books, children's books bedtime stories for kids, bedtime storybook collection, bedtime storybook, kids stories, bedtime stories for children, bedtime reading, free childrens books, Children's books, short stories, kids stories, stories for kids, stories for children, kids ebooks, short stories, bedtime stories, kids stories, stories for kids, short stories for kids, short stories, stories for kids, jokes, kids stories, childrens stories, kids books, childrens books, books for kids, bedtime stories, kids books, ebooks, books for kids, jokes, kids, hilarious, children, kid, kids books, childrens books, childrens book, kids book about animals, elementary, kids book, books for kids, childrens book, book, kindle book, kindle ebook, comedy, kindle unlimited, kindle unlimited books for kids, kindle unlimited books for children, humor, early reader, beginning reader, kids comedy, bedtime stories, free ebooks, ebooks free, stories for kids, preschool, ages 3-5, ages 6-8, ages 9-12, preteen, beginning readers, beginner reading, kids stories, children stories

Program or Be Programmed: Ten Commands for a Digital Age


Douglas Rushkoff - 2010
    But for all the heat of claim and counter-claim, the argument is essentially beside the point: it’s here; it’s everywhere. The real question is, do we direct technology, or do we let ourselves be directed by it and those who have mastered it? “Choose the former,” writes Rushkoff, “and you gain access to the control panel of civilization. Choose the latter, and it could be the last real choice you get to make.” In ten chapters, composed of ten “commands” accompanied by original illustrations from comic artist Leland Purvis, Rushkoff provides cyberenthusiasts and technophobes alike with the guidelines to navigate this new universe.In this spirited, accessible poetics of new media, Rushkoff picks up where Marshall McLuhan left off, helping readers come to recognize programming as the new literacy of the digital age––and as a template through which to see beyond social conventions and power structures that have vexed us for centuries. This is a friendly little book with a big and actionable message. World-renowned media theorist and counterculture figure Douglas Rushkoff is the originator of ideas such as “viral media,” “social currency” and “screenagers.” He has been at the forefront of digital society from its beginning, correctly predicting the rise of the net, the dotcom boom and bust, as well as the current financial crisis. He is a familiar voice on NPR, face on PBS, and writer in publications from Discover Magazine to the New York Times.“Douglas Rushkoff is one of the great thinkers––and writers––of our time.” —Timothy Leary“Rushkoff is damn smart. As someone who understood the digital revolution faster and better than almost anyone, he shows how the internet is a social transformer that should change the way your business culture operates." —Walter Isaacson

Little Bets: How Breakthrough Ideas Emerge from Small Discoveries


Peter Sims - 2011
    Rather than believing they have to start with a big idea or plan a whole project out in advance, trying to foresee the final outcome, they make a series of little bets about what might be a good direction, learning from lots of little failures and from small but highly significant wins that allow them to happen upon unexpected avenues and arrive at extraordinary outcomes.           Based on deep and extensive research, including more than 200 interviews with leading innovators, Sims discovered that productive, creative thinkers and doers—from Ludwig van Beethoven to Thomas Edison and Amazon’s Jeff Bezos—practice a key set of simple but ingenious experimental methods—such as failing quickly to learn fast, tapping into the genius of play, and engaging in highly immersed observation—that free their minds, opening them up to making unexpected connections and perceiving invaluable insights. These methods also unshackle them from the constraints of overly analytical thinking and linear problem solving that our education places so much emphasis on, as well as from the fear of failure, all of which thwart so many of us in trying to be more innovative.               Reporting on a fascinating range of research, from the psychology of creative blocks to the influential Silicon Valley–based field of design thinking, Sims offers engaging and wonderfully illuminating accounts of breakthrough innovators at work, including how Hewlett-Packard stumbled onto the breakaway success of the first hand-held calculator; the remarkable storyboarding process at Pixar films that has been the key to their unbroken streak of box office successes; the playful discovery process by which Frank Gehry arrived at his critically acclaimed design for Disney Hall; the aha revelation that led Amazon to pursue its wildly successful affiliates program; and the U.S. Army’s ingenious approach to counterinsurgency operations that led to the dramatic turnaround in Iraq.               Fast paced and as entertaining as it is illuminating, Little Bets offers a whole new way of thinking about how to break away from the narrow strictures of the methods of analyzing and problem solving we were all taught in school and unleash our untapped creative powers.

The Innovator's Dilemma: The Revolutionary Book that Will Change the Way You Do Business


Clayton M. Christensen - 1997
    Christensen says outstanding companies can do everything right and still lose their market leadership -- or worse, disappear completely. And he not only proves what he says, he tells others how to avoid a similar fate.Focusing on "disruptive technology" -- the Honda Super Cub, Intel's 8088 processor, or the hydraulic excavator, for example -- Christensen shows why most companies miss "the next great wave." Whether in electronics or retailing, a successful company with established products will get pushed aside unless managers know when to abandon traditional business practices. Using the lessons of successes and failures from leading companies, "The Innovator's Dilemma" presents a set of rules for capitalizing on the phenomenon of disruptive innovation.