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The Psychology of Survivor: Leading Psychologists Take an Unauthorized Look at the Most Elaborate Psychological Experiment Ever Conducted . . . Survivor!


Richard J. Gerrig - 2007
    What has this pop culture phenomenon shown us — by placing a few hundred people on islands around the world — about the psychological make-up of the average American? In Psychology of Survivor, the third installment of BenBella Books's Psychology of Popular Culture series, leading psychologists — and fans of Survivor — unite to offer up their expertise on the show that started the reality show craze. From why macho alpha males rarely win to stress and body image, from situational ethics to the dreaded Rob Cestaries factor, Psychology of Survivor is a broad look at cutting-edge psychological issues through the lens of Survivor. The tribe has spoken — Psychology of Survivor is the best book for Survivor fans and psychology enthusiasts alike!

Harry Potter Smart Talk


James W. Thomas - 2010
    the three literary mavens on the wildly popular PotterCast of The Leaky Cauldron. Four transcripts of Harry Potter fandom's favorite podcasts along with two talks each from James Thomas, Travis Prinzi, and John Granger make this a reading experience that will delight the casual Hogwarts reader and 'wow' even the most serious Potter maniac. From the secret code of Harry Potter names - why all those doubled letters and initials - to the real world Muggles and Seekers of the English Civil War that are the historical backdrop to Harry's adventures, with sidetrips to discuss Christmas at Hogwarts and the esoteric meaning of Luna Lovegood's lovable lunancy, 'Harry Potter Smart Talk' is a must-have guide to the world's best selling books by three geeks who love to laugh almost as much as they love a great book. The Perfect Gift for your favorite Potter-phile! As Melissa Anelli, author of 'Harry, A History, ' wrote in the Foreword to 'Smart Talk, ' "here is the Ivory Tower in Hagrid's Hut

Core Rulebook Gift Set


Wizards of the Coast - 2018
    All rules and reference required to play the world's greatest roleplaying game.The Dungeons & Dragons gift set includes a copy of all three core rulebooks and a Dungeon Master's Screen, everything you need to create and play adventures of your own in the world's greatest roleplaying game.

CK-12 Basic Physics


CK-12 Foundation - 2012
    Objects in harmonic motion have the ability to transfer some of their energy over large distances. Light Nature: This chapter covers the nature of light, polarization, and color.

Introductory Statistics


Neil A. Weiss - 1987
    This book develops statistical thinking over rote drill and practice. The Nature of Statistics; Organizing Data; Descriptive Measures; Probability Concepts; Discrete Random Variables; The Normal Distribution; The Sampling Distribution of the Sample Menu; Confidence Intervals for One Population Mean; Hypothesis Tests for One Population Mean; Inferences for Two Population Means; Inferences for Population Standard Deviations; Inferences for Population Proportions; Chi-Square Procedures; Descriptive Methods in Regression and Correlation; Inferential Methods in Regression and Correlation; Analysis of Variance (ANOVA) For all readers interested in Introductory Statistics.

The Big Book of Granny Squares: 365 Crochet Motifs


Tracey Lord - 2014
    Period. Crocheters can never get enough of granny squares--the cheerful, colorful motifs that are the basis of countless afghans, pillows, and baby blankets. The Big Book of Granny Squares is just that--the most comprehensive collection to date. Readers will enjoy 365 unique squares with swatches and step-by-step written instructions for each granny square pattern. A lay-flat binding makes it easy for readers to check the crochet pattern while they work. Easy to use and inspirational, this is a go-to reference that crocheters will reach for again and again. Crocheters love granny squares and are sure to adore this--the biggest and best compendium of granny square patterns ever.

Discrete-Event System Simulation


Jerry Banks - 1983
    This text provides a basic treatment of discrete-event simulation, including the proper collection and analysis of data, the use of analytic techniques, verification and validation of models, and designing simulation experiments. It offers an up-to-date treatment of simulation of manufacturing and material handling systems, computer systems, and computer networks. Students and instructors will find a variety of resources at the associated website, www.bcnn.net, including simulation source code for download, additional exercises and solutions, web links and errata.

Little Big Minds: Sharing Philosophy with Kids


Marietta McCarty - 2006
    Drawing on a program she has honed in schools around the country over the last fifteen years, Little Big Minds guides parents and educators in introducing philosophy to K-8 children in order to develop their critical thinking, deepen their appreciation for others, and brace them for the philosophical quandaries that lurk in all of our lives, young or old.Arranged according to themes-including prejudice, compassion, and death-and featuring the work of philosophers from Plato and Socrates to the Dalai Lama and Martin Luther King Jr., this step-by-step guide to teaching kids how to think philosophically is full of excellent discussion questions, teaching tips, and group exercises.

The Passion-Driven Classroom: A Framework for Teaching and Learning


Angela Maiers - 2011
    In the Clubhouse Classroom, students learn new skills and explore their talents with the help of educators who are invigorated by the subjects they teach.Contents include:Achievement Gap or Passion Gap?A Passion-Driven Classroom: The EssentialsOrganizing the Clubhouse ClassroomManaging the Clubhouse ClassroomLearn how to move away from prescription-driven learning toward passion-driven learning, and begin to make a real difference in the lives of your students. These strategies will help teachers in Grades K-12 put the "heart" back into teaching and learning - and make a lasting impact as educators!

20 Years of Tomb Raider: Digging Up the Past, Defining the Future


Meagan Marie - 2016
    Rediscover Lara Croft's greatest moments with fascinating coverage of the smash hit Tomb Raider movies, fiction, comics, and collectibles, and be enthralled by the legacy of Tomb Raider across the decades.Packed with exclusive art, photographs, and interviews covering all facets of the Tomb Raider franchise, 20 Years of Tomb Raider is the essential guide to this game's action-packed history and a must-have for every Tomb Raider fan.

Trial Techniques


Thomas A. Mauet - 1995
    This long-time leading course book is an invaluable source for prospective trial lawyers, presenting: - a best-selling author renowned for his skills both as a writer and litigator - a clear, engaging writing style that breaks the trial process down into its critical components for more thorough and efficient comprehension - excellent examples illustrating strategies for opening statements, jury selection, direct- and cross-examination, exhibits, objections, and more - an appendix containing the Federal Rules of Evidence for easy reference

Learn Chess


John Nunn - 2000
    No prior knowledge is assumed. The reader learns step-by-step, with each new point illustrated by clear examples. By the end of the book, the reader will be fully ready to take on opponents across the board, or on the Internet, and start winning.

Ten Candles


Stephen Dewey - 2015
    It is played by the light of ten tea light candles which provide atmosphere, act as a countdown timer for the game, and allow you to literally burn your character sheet away as you play. Ten Candles is described as a "tragic horror" game rather than survival horror for one main reason: in Ten Candles there are no survivors. In the final scene of the game, when only one candle remains, all of the characters will die. In this, Ten Candles is not a game about "winning" or beating the monsters. Instead, it is a game about what happens in the dark, and about those who try to survive within it. It is a game about being pushed to the brink of madness and despair, searching for hope in a hopeless world, and trying to do something meaningful with your final few hours left. Ten Candles may be played with any number of players and one gamemaster. It takes between 2-4 hours for an average session. While there are some components that need to be gathered to run a game (such as ten tea light candles), the game requires no addition preparation by the gamemaster. The setting of Ten Candles will change game to game as the gamemaster selects different "modules" to run for an ever-changing lineup of doomed characters and scenarios for them to play within. The antagonists of the game also change, leaving you to fight nightmares in one session only to fight sentient shadows, bloodthirsty clowns, or the gods themselves in the next. Every session of Ten Candles is unique and will present an entirely new tragic story for you to tell.The standard setting of Ten Candles is this: Ten days ago the world went dark. The sky betrayed you. The sun vanished. The fall into chaos was sudden and predictable. The world was filled with riots and fear. You were told that the sun was not gone, and that it was still out there beyond that black sky. Order returned. Five days ago, They came. Now the lights flicker low and the dark is where They hunt. Now you can hear the screams. Now They're coming for you. Keep moving. Don't lose hope. And stay in the light.

Kobold Guide to Plots & Campaigns (Kobold Guides Book 6)


Margaret WeisRobert J. Schwalb - 2016
     Kobold Guide to Plots & Campaigns shows how to begin a new campaign, use published adventures or loot them for the best ideas, build toward cliffhangers, and design a game that can enthrall your players for month or even years. Want to run an evil campaign, or hurl the characters into unusual otherworldly settings? Want to ensure that you're creating memorable and effective NPCs and villains? We've got you covered. Complete with discussions on plotting, tone, branching storytelling, pacing, and crafting action scenes, you'll find all the tips and advice you need to take on the best role in roleplaying--and become an expert gamemaster, too! Featuring essays by Wolfgang Baur, Jeff Grubb, David "Zeb" Cook, Margaret Weis, Robert J. Schwalb, Steve Winter, and other game professionals.

The Complete Idiot's Guide to the Ultimate Reading List


Shelley Mosley - 2003
    Filled with recommendations of popular, entertaining reading, this book covers mystery and suspense, romance, women’s fiction and chick lit, westerns, science fiction, such nonfiction topics as animals, art, biography, memoirs, business, true crime, and more. Plus, each entry includes a summary of the book, its significance, and a critique/observation/comment.