How We Learn: The Surprising Truth About When, Where, and Why It Happens
Benedict Carey - 2014
We’re told that learning is all self-discipline, that we must confine ourselves to designated study areas, turn off the music, and maintain a strict ritual if we want to ace that test, memorize that presentation, or nail that piano recital. But what if almost everything we were told about learning is wrong? And what if there was a way to achieve more with less effort? In How We Learn, award-winning science reporter Benedict Carey sifts through decades of education research and landmark studies to uncover the truth about how our brains absorb and retain information. What he discovers is that, from the moment we are born, we are all learning quickly, efficiently, and automatically; but in our zeal to systematize the process we have ignored valuable, naturally enjoyable learning tools like forgetting, sleeping, and daydreaming. Is a dedicated desk in a quiet room really the best way to study? Can altering your routine improve your recall? Are there times when distraction is good? Is repetition necessary? Carey’s search for answers to these questions yields a wealth of strategies that make learning more a part of our everyday lives—and less of a chore. By road testing many of the counterintuitive techniques described in this book, Carey shows how we can flex the neural muscles that make deep learning possible. Along the way he reveals why teachers should give final exams on the first day of class, why it’s wise to interleave subjects and concepts when learning any new skill, and when it’s smarter to stay up late prepping for that presentation than to rise early for one last cram session. And if this requires some suspension of disbelief, that’s because the research defies what we’ve been told, throughout our lives, about how best to learn. The brain is not like a muscle, at least not in any straightforward sense. It is something else altogether, sensitive to mood, to timing, to circadian rhythms, as well as to location and environment. It doesn’t take orders well, to put it mildly. If the brain is a learning machine, then it is an eccentric one. In How We Learn, Benedict Carey shows us how to exploit its quirks to our advantage. Praise for How We Learn“This book is a revelation. I feel as if I’ve owned a brain for fifty-four years and only now discovered the operating manual.”—Mary Roach, bestselling author of Stiff and Gulp“A welcome rejoinder to the faddish notion that learning is all about the hours put in.”
—The New York Times Book Review
“A valuable, entertaining tool for educators, students and parents.”
—Shelf Awareness
“How We Learn is more than a new approach to learning; it is a guide to making the most out of life. Who wouldn’t be interested in that?”
—Scientific American
“I know of no other source that pulls together so much of what we know about the science of memory and couples it with practical, practicable advice.”—Daniel T. Willingham, professor of psychology at the University of Virginia
Writing Pathways: Performance Assessments and Learning Progressions, Grades K-8
Lucy Calkins - 2014
-Lucy Calkins, Writing Pathways Lucy Calkins' groundbreaking performance assessments offer instructional tools to support continuous assessment, timely feedback, and clear goals tied to learning progressions that have been aligned with world-class standards. Originally published as part of the bestselling Units of Study in Opinion/Argument, Information, and Narrative Writing, grades K-8, Writing Pathways is ideal for writing workshop, but suitable for any writing instruction context or curriculum.This practical guide includes:Learning progressions for opinion/argument, information, and narrative writing, which map the specific benchmarks students will master for every grade levelOn-demand writing prompts that support schoolwide performance assessmentStudent checklists to help students set goals and integrate crucial self-assessment into their workRubrics to support individual teachers and professional learning communities as they evaluate mastery and plan instruction within and across grade levelsStudent writing samples that illustrate different ways students have exemplified standards and highlight essential features of each writing genreAnnotated exemplar pieces of writing on the same topic for every grade level that highlight the traits you can expect to see at each level of the learning progressions. Who needs Writing Pathways?Educators who are not yet ready to implement the full Units of Study curriculum can use Writing Pathways to get started with Lucy Calkins' proven approach to writing assessment and instruction. Coaches and administrators who are supporting implementation of Lucy Calkins' Units of Study will find Writing Pathways to be an ideal resource to guide their work. Who doesn't need Writing Pathways?The content in this stand-alone edition is the same as in the previous editions found in Lucy Calkins' Units of Study (K-5 and 6-8 are combined in this new edition). Teachers who have the Units of Study do not need this new edition. For more information, visit UnitsofStudy.com.
The Smartest Kids in the World: And How They Got That Way
Amanda Ripley - 2013
Through their adventures, Ripley discovers startling truths about how attitudes, parenting, and rigorous teaching have revolutionized these countries’ education results.In The Smartest Kids in the World, Ripley’s astonishing new insights reveal that top-performing countries have achieved greatness only in the past several decades; that the kids who live there are learning to think for themselves, partly through failing early and often; and that persistence, hard work, and resilience matter more to our children’s life chances than self-esteem or sports.Ripley’s investigative work seamlessly weaves narrative and research, providing in-depth analysis and gripping details that will keep you turning the pages. Written in a clear and engaging style, The Smartest Kids in the World will enliven public as well as dinner table debates over what makes for brighter and better students.
UnCommon Learning: Creating Schools That Work for Kids
Eric C. Sheninger - 2015
Be the leader who creates this environment. UnCommon Learning shows you how to transform a learning culture through sustainable and innovative initiatives. It moves straight to the heart of using innovations such as Makerspaces, Blended Learning and Microcredentials. Included in the book: Vignettes to illustrate key ideas Real life examples to show what works Graphs and data to prove initiatives’ impact
A Teacher's Guide to Writing Conferences: The Classroom Essentials Series
Carl Anderson - 2018
With clear and accessible language, Carl guides you through the three main parts of a writing conference, and shows you the teaching moves and intentional language that can be used in each one. He helps you understand: - how to get started with conferring, or improve your existing conferences - how to use conferences to meet the diverse needs of your student writers - how to fit conferences into your busy writing workshop schedule. More than 25 videos bring the content to life, while Teacher Tips, Q&A's, and Recommended Reading lists provide everything you need to help you become a better writing teacher.
Designing Interfaces: Patterns for Effective Interaction Design
Jenifer Tidwell - 2005
Users demand software that is well-behaved, good-looking, and easy to use. Your clients or managers demand originality and a short time to market. Your UI technology -- web applications, desktop software, even mobile devices -- may give you the tools you need, but little guidance on how to use them well.UI designers over the years have refined the art of interface design, evolving many best practices and reusable ideas. If you learn these, and understand why the best user interfaces work so well, you too can design engaging and usable interfaces with less guesswork and more confidence.Designing Interfaces captures those best practices as design patterns -- solutions to common design problems, tailored to the situation at hand. Each pattern contains practical advice that you can put to use immediately, plus a variety of examples illustrated in full color. You'll get recommendations, design alternatives, and warnings on when not to use them.Each chapter's introduction describes key design concepts that are often misunderstood, such as affordances, visual hierarchy, navigational distance, and the use of color. These give you a deeper understanding of why the patterns work, and how to apply them with more insight.A book can't design an interface for you -- no foolproof design process is given here -- but Designing Interfaces does give you concrete ideas that you can mix and recombine as you see fit. Experienced designers can use it as a sourcebook of ideas. Novice designers will find a roadmap to the world of interface and interaction design, with enough guidance to start using these patterns immediately.
Strategies That Work: Teaching Comprehension for Understanding and Engagement
Stephanie Harvey - 2007
In this revised and expanded edition, Stephanie and Anne have added twenty completely new comprehension lessons, extending the scope of the book and exploring the central role that activating background knowledge plays in understanding. Another major addition is the inclusion of a section on content literacy which describes how to apply comprehension strategies flexibly across the curriculum. The new edition is organized around four sections:Part I highlights what comprehension is and how to teach it, including the principles that guide practice, a review of recent research, and a new section on assessment. A new chapter, Tools for Active Literacy: The Nuts and Bolts of Comprehension Instruction, describes ways to engage students in purposeful talk through interactive read alouds, guided discussion and written response.Part II contains lessons and practices for teaching comprehension. A new first chapter emphasizes the importance of teaching students to monitor their understanding before focusing on specific strategies. Five lessons on monitoring provide a sound basis for launching comprehension instruction. At the end of each strategy chapter, the authors outline learning goals and ways to assess students' thinking, sharing examples of student work, and offering suggestions for differentiating instruction.Part III, Comprehension Across the Curriculum is new. Comprehension strategies are essential for content-area reading, where information can be challenging, and presented in unfamiliar formats. This section includes chapters on social studies and science reading, topic study research, textbook reading and the genre of test reading.Part IV shows that kids need books they can sink their teeth into and the updated appendix section recommends a rich diet of fiction and nonfiction, short text, kid's magazines, websites and journals that will assist teachers as they plan and design comprehension instructionThrough its focus on instruction that is responsive to kids' interests and learning needs, the first edition of Strategies That Work helped transform comprehension instruction for teachers across the country. For them, this new edition will be a welcome extension of that work. Those coming to it for the first time will find a current and essential resource. When readers use these strategies, they enjoy a more complete, thoughtful reading experience. Engagement is the goal. When kids are engaged in their reading they enhance their understanding, acquire knowledge, and learn from and remember what they read. And best yet, they will want to read more!
Envisioning Information
Edward R. Tufte - 1990
The Whole Earth Review called Envisioning Information a "passionate, elegant revelation."
Kids First from Day One: A Teacher's Guide to Today's Classroom
Christine Hertz - 2018
- Christine Hertz and Kristine MrazThe classroom of your dreams starts with one big idea. From the first days of school to the last, Kids First from Day One shares teaching that puts your deepest teaching belief into action: that children are the most important people in the room.Christine Hertz and Kristi Mraz show how to take that single, heartfelt value and create a cohesive, highly effective approach to teaching that addresses today's connected, collaborative world. With infectious enthusiasm, hard-won experience, and a generous dose of humor, Kids First from Day One shows exactly how Christine and Kristi build and maintain a positive, cooperative, responsive classroom where students engage deeply with their learning and one another.Kids First from Day One strengthens and deepens the connections between your love of working with kids, your desire to impact their lives, and your teaching practice. It shares:plans for designing beautiful classroom spaces that burst with the fun of learning positive language and classroom routines that reduce disruptive behavior-without rewards and consequences suggestions for matching students' needs to high-impact teaching structures a treasury of the Christine and Kristi's favorite teacher stuff such as quick guides for challenging behavior, small-group planning grids, and parent letters links to videos that model the moves of Christine's and Kristi's own teaching. Just starting out and want to know what really works in classrooms? Curious about how to make your room hum with learning? Or always on the lookout for amazing teaching ideas? Read Kids First from Day One. You'll discover that the classroom of your dreams is well within your reach.
Designing Interactions
Bill Moggridge - 2006
Designers of digital technology products no longer regard their job as designing a physical object--beautiful or utilitarian--but as designing our interactions with it. In Designing Interactions, award-winning designer Bill Moggridge introduces us to forty influential designers who have shaped our interaction with technology. Moggridge, designer of the first laptop computer (the GRiD Compass, 1981) and a founder of the design firm IDEO, tells us these stories from an industry insider's viewpoint, tracing the evolution of ideas from inspiration to outcome. The innovators he interviews--including Will Wright, creator of The Sims, Larry Page and Sergey Brin, the founders of Google, and Doug Engelbart, Bill Atkinson, and others involved in the invention and development of the mouse and the desktop--have been instrumental in making a difference in the design of interactions. Their stories chart the history of entrepreneurial design development for technology.Moggridge and his interviewees discuss such questions as why a personal computer has a window in a desktop, what made Palm's handheld organizers so successful, what turns a game into a hobby, why Google is the search engine of choice, and why 30 million people in Japan choose the i-mode service for their cell phones. And Moggridge tells the story of his own design process and explains the focus on people and prototypes that has been successful at IDEO--how the needs and desires of people can inspire innovative designs and how prototyping methods are evolving for the design of digital technology.Designing Interactions is illustrated with more than 700 images, with color throughout. Accompanying the book is a DVD that contains segments from all the interviews intercut with examples of the interactions under discussion.Interviews with: Bill Atkinson - Durrell Bishop - Brendan Boyle - Dennis Boyle - Paul Bradley - Duane Bray - Sergey Brin - Stu Card - Gillian Crampton Smith - Chris Downs- Tony Dunne - John Ellenby - Doug Englebart - Jane Fulton Suri - Bill Gaver - Bing Gordon - Rob Haitani - Jeff Hawkins - Matt Hunter - Hiroshi Ishii - Bert Keely - David Kelley - Rikako Kojima - Brenda Laurel - David Liddle - Lavrans L?vlie - John Maeda - Paul Mercer - Tim Mott - Joy Mountford - Takeshi Natsuno - Larry Page - Mark Podlaseck - Fiona Raby - Cordell Ratzlaff - Ben Reason - Jun Rekimoto - Steve Rogers - Fran Samalionis - Larry Tesler - Bill Verplank - Terry Winograd - Will Wright
Handbook of Usability Testing: How to Plan, Design, and Conduct Effective Tests
Jeffrey Rubin - 1994
A daily tool of the trade for specialists. Handbook of Usability Testing gives you practical, step-by-step guidelines in plain English. Written by Jeffrey Rubin, it arms beginners with the full complement of proven testing tools and techniques. From software, GUIs, and technical documentation, to medical instruments, VCRs, and exercise bikes, no matter what your product, you'll learn to design and administer extremely reliable tests to ensure that people find it easy and desirable to use. * Requires no engineering or human factors training * A rigorous, step-by-step approach--with an eye to common gaffes and pitfalls--saves you months of trial and error * Liberally peppered with real-life examples and case histories taken from a wide range of industries * Packed with extremely usable templates, models, tables, test plans, and other indispensable tools of the trade
The Creativity Project: An Awesometastic Story Collection
Colby SharpTravis Jonker - 2018
When they received their prompts, they responded by transforming these seeds into any form of creative work they wanted to share. The result is a stunning collection of words, art, poetry, and stories by some of our most celebrated children book creators. A section of extra story starters by every contributor provides fresh inspiration for readers to create works of their own. Here is an innovative book that offers something for every kind of reader and creator! With contributions by Sherman Alexie, Tom Angleberger, Jessixa Bagley, Tracey Baptiste, Sophie Blackall, Lisa Brown, Peter Brown, Lauren Castillo, Kate DiCamillo, Margarita Engle, Deborah Freedman, Adam Gidwitz, Chris Grabenstein, Jennifer L. Holm, Victoria Jamieson, Travis Jonker, Jess Keating, Laurie Keller, Jarret J. Krosoczka, Kirby Larson, Minh Lê, Grace Lin, Kate Messner, Daniel Nayeri, Naomi Shihab Nye, Debbie Ohi, R.J. Palacio, Linda Sue Park, Dav Pilkey, Andrea Davis Pinkney, Jewell Parker Rhodes, Dan Santat, Gary Schmidt, John Schu, Colby Sharp, Bob Shea, Liesl Shurtliff, Lemony Snicket, Laurel Snyder, Javaka Steptoe, Mariko Tamaki, Linda Urban, Frank Viva, and Kat Yeh.
Prototyping: A Practitioner's Guide
Todd Zaki Warfel - 2009
Prototypes help you to flesh out design ideas, test assumptions, and gather real-time feedback from users. With this book, Todd Zaki Warfel shows how prototypes are more than just a design tool by demonstrating how they can help you market a product, gain internal buy-in, and test feasibility with your development team. TESTIMONIALS "When someone asks me about prototyping, I'll be pointing them to this book from now on." �Kim Goodwin: VP Design, Cooper; author, Designing for the Digital Age "Todd's text offers a comprehensive view of prototyping--from the role of prototypes in socializing decision making and achieving organizational buy-in, to the actual pragmatics of creating interactive artifacts. This is a solid book for those 'in the trenches'--the designers doing the actual work that ends up in the actual products we use every day." �Jon Kolko: Editor-in-Chief, interactions; Associate Creative Director, Frog "If you design applications and are stuck in the land of task flows and wireframes, you really need to pick up a copy of Prototyping: A Practitioner's Guide. Todd offers practical, hands-on advice to jump start your prototyping and make your designs truly interactive before they are built." �Dan Saffer: Principal, Kicker Studios; author of Designing for Interaction and Designing Gestural Interfaces "Whether you're prototyping to explore ideas or to communicate them, Todd Zaki Warfel's smart, accessible guide will give you the tools you need." �Jesse James Garrett: Author, The Elements of User Experience; President, Adaptive Path
Usability Engineering
Jakob Nielsen - 1993
The book provides the tools needed to avoid usability surprises and improve product quality. Step-by-step information on which method to use at various stages during the development lifecycle are included, along with detailed information on how to run a usability test and the unique issues relating to international usability
Game Coding Complete
Mike McShaffry - 2003
The best description of the first edition comes from two Amazon reviewers; the first proclaiming, "I got the same feeling of enlightenment when reading this one as I did all those years ago when I read the classic book "Code Complete" and the second stating "This is the first game book I have read that I was sorry when I got to the end because there wasn't any more."For Game Coding Complete, Second Edition, McShaffry returns with many more of his highly popular, shoot-from the hips war stories and expert game programming insight that only a real insider could provide. McShaffry uses his experience as a leading programmer for Origin Systems, Microsoft, and Ion Storm a division of Eidos, to illustrate real-world techniques and solutions, including examples from his recent work on the major game, Thief Deadly Shadows. Game Coding Complete, Second Edition takes programmers through the complete process of developing a professional quality game using hundreds of insider tricks and techniques developed and perfect by the author from over a decade of game development experience. It covers a range of topics that will appeal to the most discriminating programmers such as key "gotcha" issues that could trip up even veteran programmers. The new edition features expanded coverage of 3D programming, several new chapters on game interface design, game audio, game scripting, game engine technology, code optimization, production and scheduling, plus it now includes a CD-ROM packed with valuable source code and game development tools. The appendix offers solid advice on starting your own game company. The C++ language is used to explain specific programming concepts with added discussion of development with C# and Managed DirectX programming.