The Kobold Guide to Board Game Design


Mike Selinker - 2011
    Author Mike Selinker (Betrayal at House on the Hill) has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business.

Invent To Learn: Making, Tinkering, and Engineering in the Classroom


Sylvia Libow Martinez - 2013
    Amazing new tools, materials and skills turn us all into makers. Using technology to make, repair or customize the things we need brings engineering, design and computer science to the masses. Fortunately for educators, this maker movement overlaps with the natural inclinations of children and the power of learning by doing. The active learner is at the center of the learning process, amplifying the best traditions of progressive education. This book helps educators bring the exciting opportunities of the maker movement to every classroom. Children are natural tinkerersTheir seminal learning experiences come through direct experience with materials. Digital fabrication, such as 3D printing and physical computing, including Arduino, MaKey MaKey and Raspberry Pi, expands a child’s toy and toolboxes with new ways to make things and new things to make. For the first time ever, childhood inventions may be printed, programmed or imbued with interactivity. Recycled materials can be brought back to life. While school traditionally separates art and science, theory and practice, such divisions are artificial. The real world just doesn’t work that way! Architects are artists. Craftsmen deal in aesthetics, tradition and mathematical precision. Video game developers rely on computer science. Engineering and industrial design are inseparable. The finest scientists are often accomplished musicians. The maker community brings children, hobbyists and professionals together in a glorious celebration of personal expression with a modern flare. When 3-D printing, precision cutting, microcomputer control, robotics and computer programming become integral to the art studio, auto shop or physics lab, every student needs access to tools, knowledge and problem solving skills. The maker movement not only blurs the artificial boundaries between subject areas, it erases distinctions between art and science while most importantly obliterating the crippling practice of tracking students in academic pursuits or vocational training. There are now multiple pathways to learning what we have always taught and things to do that were unimaginable just a few years ago. Making for every classroom budgetEven if you don’t have access to expensive (but increasingly affordable) hardware, every classroom can become a makerspace where kids and teachers learn together through direct experience with an assortment of high and low-tech materials. The potential range, breadth, power, complexity and beauty of projects has never been greater thanks to the amazing new tools, materials, ingenuity and playfulness you will encounter in this book. In this practical guide, Sylvia Martinez and Gary Stager provide K-12 educators with the how, why, and cool stuff that supports classroom making.

Observing the User Experience: A Practitioner's Guide to User Research


Mike Kuniavsky - 2003
    Observing the User Experience will help you bridge that gap to understand what your users want and need from your product, and whether they'll be able to use what you've created.Filled with real-world experience and a wealth of practical information, this book presents a complete toolbox of techniques to help designers and developers see through the eyes of their users. It provides in-depth coverage of 13 user experience research techniques that will provide a basis for developing better products, whether they're Web, software or mobile based. In addition, it's written with an understanding of how software is developed in the real world, taking tight budgets, short schedules, and existing processes into account.

With Rigor for All: Meeting Common Core Standards for Reading Literature


Carol Jago - 2011
    Without artful instruction, many students will never acquire the literacy skills they need not only to meet Common Core Standards but also to meet the challenges this brave new world is sure to deal them." -Carol JagoAgain and again the Common Core Standards state that students must read "proficiently and independently" but how do we achieve this when students are groaning about having to read demanding literature and looking for ways to pass the class without turning pages? Carol Jago shows middle and high school teachers how to create English classrooms where students care about living literate lives and develop into proficient independent readers. With 50% new material, With Rigor for All, Second Edition features: integration of the Common Core State Standards as teaching touchstones YA lit pairings with classic texts to aid comprehension for middle and high school students tips to motivate reluctant readers with immersion, encouragement, and small steps a study guide and guidelines for curriculum development. Students need books that mirror their own experiences and if you teach literature that you love, your students will be more likely to love it too. Let Carol show you how to create an individually designed curriculum in which students read literary works of comparable quality, complexity, and range and enjoy doing it!

Sketching User Experiences: Getting the Design Right and the Right Design


Bill Buxton - 2007
    So while the focus is on design, the approach is holistic. Hence, the book speaks to designers, usability specialists, the HCI community, product managers, and business executives. There is an emphasis on balancing the back-end concern with usability and engineering excellence (getting the design right) with an up-front investment in sketching and ideation (getting the right design). Overall, the objective is to build the notion of informed design: molding emerging technology into a form that serves our society and reflects its values.Grounded in both practice and scientific research, Bill Buxton s engaging work aims to spark the imagination while encouraging the use of new techniques, breathing new life into user experience design. Covers sketching and early prototyping design methods suitable for dynamic product capabilities: cell phones that communicate with each other and other embedded systems, "smart" appliances, and things you only imagine in your dreamsThorough coverage of the design sketching method which helps easily build experience prototypes-without the effort of engineering prototypes which are difficult to abandonReaches out to a range of designers, including user interface designers, industrial designers, software engineers, usability engineers, product managers, and othersFull of case studies, examples, exercises, and projects, and access to video clips that demonstrate the principles and methods"

Creating Tomorrow's Schools Today: Education - Our Children - Their Futures


Richard Gerver - 2010
    Education is the platform for our success or failure, but is our system still fit for purpose? Will our children be equipped to face the challenges the future holds: the rapidly changing employment patterns and the global environmental, economic and social crises ahead of us? Or will our children grow up to resent their school years and blame them for their unfulfilled potential and achievement?Creating Tomorrow's Schools Today explores these questions in the context of early schooling and primary education, presents powerful arguments for change and highlights strategies that offer a solution.

Designing with the Mind in Mind: Simple Guide to Understanding User Interface Design Rules


Jeff Johnson - 2010
    But as the field evolves, designers enter the field from many disciplines. Practitioners today have enough experience in UI design that they have been exposed to design rules, but it is essential that they understand the psychology behind the rules in order to effectively apply them. In "Designing with the Mind in Mind," Jeff Johnson, author of the best selling "GUI Bloopers," provides designers with just enough background in perceptual and cognitive psychology that UI design guidelines make intuitive sense rather than being just a list of rules to follow. * The first practical, all-in-one source for practitioners on user interface design rules and why, when and how to apply them.* Provides just enough background into the reasoning behind interface design rules that practitioners can make informed decisions in every project.* Gives practitioners the insight they need to make educated design decisions when confronted with tradeoffs, including competing design rules, time constrictions, or limited resources.

21st Century Skills: Rethinking How Students Learn


James A. Bellanca - 2010
    Highly respected education leaders and innovators focus on why these skills are necessary, which are most important, and how to best help schools include them in curriculum and instruction.

Creative Schools: The Grassroots Revolution That's Transforming Education


Ken Robinson - 2015
    Now, the internationally recognized leader on creativity and human potential focuses on one of the most critical issues of our time: how to transform the nation’s troubled educational system. At a time when standardized testing businesses are raking in huge profits, when many schools are struggling, and students and educators everywhere are suffering under the strain, Robinson points the way forward. He argues for an end to our outmoded industrial educational system and proposes a highly personalized, organic approach that draws on today’s unprecedented technological and professional resources to engage all students, develop their love of learning, and enable them to face the real challenges of the twenty-first century. Filled with anecdotes, observations and recommendations from professionals on the front line of transformative education, case histories, and groundbreaking research—and written with Robinson’s trademark wit and engaging style—Creative Schools will inspire teachers, parents, and policy makers alike to rethink the real nature and purpose of education.

Teach Like a Pirate: Increase Student Engagement, Boost Your Creativity, and Transform Your Life as an Educator


Dave Burgess - 2012
    You'll learn how to: - Tap into and dramatically increase your passion as a teacher - Develop outrageously engaging lessons that draw students in like a magnet - Establish rapport and a sense of camaraderie in your classroom - Transform your class into a life-changing experience for your students This groundbreaking inspirational manifesto contains over 30 hooks specially designed to captivate your class and 170 brainstorming questions that will skyrocket your creativity. Once you learn the Teach Like a PIRATE system, you'll never look at your role as an educator the same again.

Adobe Photoshop CC Classroom in a Book (2017 Release)


Andrew Faulkner - 2016
    The 15 project-based lessons in this book show users step-by-step the key techniques for working in Photoshop and how to correct, enhance, and distort digital images, create image composites, and prepare images for print and the web. In addition to learning the key elements of the Photoshop interface, this completely revised CC (2017 release) edition covers features like new and improved search capabilities, Content-Aware Crop, Select and Mask, Face-Aware Liquify, designing with multiple artboards, and much more! The online companion files include all the necessary assets for readers to complete the projects featured in each chapter as well as ebook updates when Adobe releases new features for Creative Cloud customers. All buyers of the book get full access to the Web Edition: a Web-based version of the complete ebook enhanced with video and interactive multiple-choice quizzes. As always with the Classroom in a Book, Instructor Notes are available for teachers to download.

Grid Systems in Graphic Design/Raster Systeme Fur Die Visuele Gestaltung


Josef Müller-Brockmann - 1996
    "Grid Systems in Graphic Design - Raster Systeme für die Visuelle Gestaltung" By Josef Müller-Brockmann. English version by D. Q. Stephenson. English and German text. This is the 5th Edition, published by Verlag Niggli AG, 2007. Full title: "Grid Systems in Graphic Design. A Visual Communication Manual for Graphic Designers, Typographers and Three Dimensional Designers - Raster Systeme für die Visuelle Gestaltung. Ein Handbuch für Grafiker, Typografen und Ausstellungsgestalter". A comprehensive handbook on modern typography and using the Grid System, illustrated with drawings, diagrams, black & white photographs & numerous examples of graphic design. Subjects include: Grid and Design Philosophy; The Typographic Grid and its purpose; Sizes of Paper; Typeface Alphabets; Margin Proportions; Construction of the Grid and Type Area; Type & Picture Area with 8, 20 and 32 Grid Fields; Photograph & Illustration in the Grid System; the Grid in Corporate Identity and Three-Dimensional Design & more.

Educating Ruby: What our children really need to learn


Guy Claxton - 2015
    It is for everyone who cares about education in an uncertain world and explains how teachers, parents and grandparents can cultivate confidence, curiosity, collaboration, communication, creativity, commitment and craftsmanship in children, at the same time as helping them to do well in public examinations. Educating Ruby shows, unequivocally, that schools can get the right results in the right way, so that the Rubys of tomorrow will emerge from their time at school able to talk with honest pleasure and reflective optimism about their schooling. Featuring the views of schoolchildren, parents, educators and employers and drawing on Guy Claxton and Bill Lucas’ years of experience in education, including their work with Building Learning Power and the Expansive Education Network, this powerful new book is sure to provoke thinking and debate. Just as Willy Russell’s Educating Rita helped us rethink university, the authors of Educating Ruby invite fresh scrutiny of our schools.

Seductive Interaction Design: Creating Playful, Fun, and Effective User Experiences


Stephen P. Anderson - 2011
    Anderson takes a fresh approach to designing sites and interactions based on the stages of seduction. This beautifully designed book examines what motivates people to act.Topics include: AESTHETICS, BEAUTY, AND BEHAVIOR: Why do striking visuals grab our attention? And how do emotions affect judgment and behavior? PLAYFUL SEDUCTION: How do you create playful engagements during the moment? Why are serendipity, arousal, rewards, and other delights critical to a good experience? THE SUBTLE ART OF SEDUCTION: How do you put people at ease through clear and suggestive language? What are some subtle ways to influence behavior and get people to move from intent to action? THE GAME OF SEDUCTION: How do you continue motivating people long after the first encounter? Are there lessons to be gained from learning theories or game design? Principles from psychology are found throughout the book, along with dozens of examples showing how these techniques have been applied with great success. In addition, each section includes interviews with influential web and interaction designers.

Ditch That Homework: Practical Strategies to Help Make Homework Obsolete


Matt Miller - 2017
    Parents wonder if it’s worth the tears, frustration, and nightly arguments. eachers debate whether it’s really helpful or just busywork that consumes their precious time. One thing everyone can agree on is that homework is a contentious topic. In Ditch That Homework, Matt Miller and Alice Keeler discuss the pros and cons of homework, why teachers assign it, and what life could look like without it. As they evaluate the research and share parent and teacher insights, the authors explore some of the benefits for ditching homework: * Better education for all students * Reduced stress for families * More intentionality with lesson planning * Increased love of learning * More time for teachers to focus on learning at school and enjoying their after-school hours And that’s just the beginning. Miller and Keeler offer a convincing case for ditching—or at a minimum greatly reducing—homework. They also provide practical guidance on how to eliminate homework from your lessons. You’ll discover strategies for improving learning through differentiation and student agency and by tapping into the way the brain works best. Are you ready? Read this book and you’ll understand why it’s time to Ditch That Homework!