The One World Schoolhouse: Education Reimagined


Salman Khan - 2012
    Today millions of students, parents, and teachers use the Khan Academy's free videos and software, which have expanded to encompass nearly every conceivable subject; and Academy techniques are being employed with exciting results in a growing number of classrooms around the globe.Like many innovators, Khan rethinks existing assumptions and imagines what education could be if freed from them. And his core idea-liberating teachers from lecturing and state-mandated calendars and opening up class time for truly human interaction-has become his life's passion. Schools seek his advice about connecting to students in a digital age, and people of all ages and backgrounds flock to the site to utilize this fresh approach to learning.In THE ONE WORLD SCHOOLHOUSE, Khan presents his radical vision for the future of education, as well as his own remarkable story, for the first time. In these pages, you will discover, among other things:* How both students and teachers are being bound by a broken top-down model invented in Prussia two centuries ago* Why technology will make classrooms more human and teachers more important* How and why we can afford to pay educators the same as other professionals* How we can bring creativity and true human interactivity back to learning* Why we should be very optimistic about the future of learning.Parents and politicians routinely bemoan the state of our education system. Statistics suggest we've fallen behind the rest of the world in literacy, math, and sciences. With a shrewd reading of history, Khan explains how this crisis presented itself, and why a return to "mastery learning," abandoned in the twentieth century and ingeniously revived by tools like the Khan Academy, could offer the best opportunity to level the playing field, and to give all of our children a world-class education now.More than just a solution, THE ONE WORLD SCHOOLHOUSE serves as a call for free, universal, global education, and an explanation of how Khan's simple yet revolutionary thinking can help achieve this inspiring goal.

War Is a Force That Gives Us Meaning


Chris Hedges - 2002
    He has seen children murdered for sport in Gaza and petty thugs elevated into war heroes in the Balkans. Hedges, who is also a former divinity student, has seen war at its worst and knows too well that to those who pass through it, war can be exhilarating and even addictive: "It gives us purpose, meaning, a reason for living."Drawing on his own experience and on the literature of combat from Homer to Michael Herr, Hedges shows how war seduces not just those on the front lines but entire societies, corrupting politics, destroying culture, and perverting the most basic human desires. Mixing hard-nosed realism with profound moral and philosophical insight, War Is a Force That Gives Us Meaning is a work of terrible power and redemptive clarity whose truths have never been more necessary.Listening Length: 6 hours and 27 minutes

The PlayStation Dreamworld


Alfie Bown - 2017
    The PlayStation Dreamworld is - to borrow a phrase from Slavoj Zizek - the pervert's guide to videogames. It argues that we can only understand the world of videogames via Lacanian dream analysis. It also argues that the Left needs to work inside this dreamspace - a powerful arena for constructing our desires - or else the dreamworld will fall entirely into the hands of dominant and reactionary forces. While cyberspace is increasingly dominated by corporate organization, gaming, at its most subversive, can nevertheless produce radical forms of enjoyment which threaten the capitalist norms that are created and endlessly repeated in our daily relationships with mobile phones, videogames, computers and other forms of technological entertainment. Far from being a book solely for dedicated gamers, this book dissects the structure of our relationships to all technological entertainment at a time when entertainment has become ubiquitous. We can no longer escape our fantasies but rather live inside their digital reality.

The Soul of a New Machine


Tracy Kidder - 1981
    Tracy Kidder got a preview of this world in the late 1970s when he observed the engineers of Data General design and build a new 32-bit minicomputer in just one year. His thoughtful, prescient book, The Soul of a New Machine, tells stories of 35-year-old "veteran" engineers hiring recent college graduates and encouraging them to work harder and faster on complex and difficult projects, exploiting the youngsters' ignorance of normal scheduling processes while engendering a new kind of work ethic.These days, we are used to the "total commitment" philosophy of managing technical creation, but Kidder was surprised and even a little alarmed at the obsessions and compulsions he found. From in-house political struggles to workers being permitted to tease management to marathon 24-hour work sessions, The Soul of a New Machine explores concepts that already seem familiar, even old-hat, less than 20 years later. Kidder plainly admires his subjects; while he admits to hopeless confusion about their work, he finds their dedication heroic. The reader wonders, though, what will become of it all, now and in the future. —Rob Lightner

The C Programming Language


Brian W. Kernighan - 1978
    It is the definitive reference guide, now in a second edition. Although the first edition was written in 1978, it continues to be a worldwide best-seller. This second edition brings the classic original up to date to include the ANSI standard. From the Preface: We have tried to retain the brevity of the first edition. C is not a big language, and it is not well served by a big book. We have improved the exposition of critical features, such as pointers, that are central to C programming. We have refined the original examples, and have added new examples in several chapters. For instance, the treatment of complicated declarations is augmented by programs that convert declarations into words and vice versa. As before, all examples have been tested directly from the text, which is in machine-readable form. As we said in the first preface to the first edition, C "wears well as one's experience with it grows." With a decade more experience, we still feel that way. We hope that this book will help you to learn C and use it well.

Replay: The History of Video Games


Tristan Donovan - 2010
    Based on extensive research and over 140 exclusive interviews with key movers and shakers from gaming's past, Replay tells the sensational story of how the creative vision of game designers gave rise to one of the world's most popular and dynamic art forms.

Distrust That Particular Flavor


William Gibson - 2012
    "Wired" magazine sent him to Singapore to report on one of the world's most buttoned-up states. "The New York Times Magazine" asked him to describe what was wrong with the Internet. Rolling Stone published his essay on the ways our lives are all "soundtracked" by the music and the culture around us. And in a speech at the 2010 Book Expo, he memorably described the interactive relationship between writer and reader.These essays and articles have never been collected-until now. Some have never appeared in print at all. In addition, "Distrust That Particular Flavor" includes journalism from small publishers, online sources, and magazines no longer in existence. This volume will be essential reading for any lover of William Gibson's novels. "Distrust That Particular Flavor" offers readers a privileged view into the mind of a writer whose thinking has shaped not only a generation of writers but our entire culture.

The Death Class: A True Story About Life


Erika Hayasaki - 2014
    Each year, Kean University in Union, New Jersey, offers an exclusive class called Death in Perspective. Led by Professor Norma Bowe, the objective of the class is to “develop an understanding of the nature and experiences of the stages of dying, death, and bereavement.” It has a three-year waiting list.But as acclaimed journalist Erika Hayasaki discovers, by teaching mortality, Dr. Bowe is quietly rescuing students from tragedy. As she takes her students to cemeteries, prisons, morgues, and hospitals, she shows how the contemplation of the end can change an adult’s beginning. Over the course of two years, she intervenes with one student and her suicidal mother, mentors another with a mentally ill brother, and redeems a third from his life in a gang. And in the end, the students themselves heal Dr. Bowe herself from the lingering pain of a childhood she has long repressed. On one level, The Death Class is about the loss of life; on another level, it’s a celebration of what the human spirit can conquer. It’s about how we can survive and learn to live a meaningful life.

The Nudist on the Late Shift: And Other True Tales of Silicon Valley


Po Bronson - 1999
    In his national bestseller The Nudist on the Late Shift he tells the true story of the mostly under-thirty entrepreneurs and tech wizards, immigrants and investors, dreamers and visionaries, who see the Valley as their Mecca. Taking us inside the world of these newcomers, brainiacs, salespeople, headhunters, utopians, plutocrats, and innovators as they transform our culture, The Nudist on the Late Shift is a defining portrait of a new generation in the whirl of an information revolution and an international gold rush.Po Bronson is the author of two novels and one book of nonfiction. Bombardiers, a dark satire of high finance, was an international bestseller that was translated into twelve languages. The First $20 Million Is Always the Hardest, soon to be a feature film from 20th Century Fox, is a comedy of Silicon Valley.  His third bestseller, The Nudist on the Late Shift and Other True Tales of Silicon Valley, demonstrates that Bronson's wit and imagination apply as well to nonfiction as to fiction.

A Little Book of Language


David Crystal - 2010
    In this charming volume, a narrative history written explicitly for a young audience, expert linguist David Crystal proves why the story of language deserves retelling.From the first words of an infant to the peculiar modern dialect of text messaging, A Little Book of Language ranges widely, revealing language’s myriad intricacies and quirks. In animated fashion, Crystal sheds light on the development of unique linguistic styles, the origins of obscure accents, and the search for the first written word. He discusses the plight of endangered languages, as well as successful cases of linguistic revitalization. Much more than a history, Crystal’s work looks forward to the future of language, exploring the effect of technology on our day-to-day reading, writing, and speech. Through enlightening tables, diagrams, and quizzes, as well as Crystal’s avuncular and entertaining style, A Little Book of Language will reveal the story of language to be a captivating tale for all ages.

The State of Play: Creators and Critics on Video Game Culture


Daniel GoldbergOla Wikander - 2015
    Here, video games are not hobbies or pure recreation; they are vehicles for art, sex, and race and class politics.The sixteen contributors are entrenched—they are the video game creators themselves, media critics, and Internet celebrities. They share one thing: they are all players at heart, handpicked to form a superstar roster by Daniel Goldberg and Linus Larsson, the authors of the bestselling Minecraft: The Unlikely Tale of Markus "Notch" Persson and the Game that Changed Everything.The State of Play is essential reading for anyone interested in what may well be the defining form of cultural expression of our time.

An Intimate History of Humanity


Theodore Zeldin - 1994
    "An intellectually dazzling view of our past and future."--Time magazineContents1. How humans have repeatedly lost hope, and how new encounters, and a new pair of spectacles, revive them2. How men and women have slowly learned to have interesting conversations3. How people searching for their roots are only beginning to look far and deep enough4. How some people have acquired an immunity to loneliness5. How new forms of love have been invented6. Why there has been more progress in cooking than in sex7. How the desire that men feel for women, and for other men, has altered through the centuries8. How respect has become more desirable than power9. How those who want neither to give orders nor to receive them can become intermediaries10. How people have freed themselves from fear by finding new fears11. How curiosity has become the key to freedom12. Why it has become increasingly difficult to destroy one’s enemies13. How the art of escaping from one’s troubles has developed, but not the art of knowing where to escape to14. Why compassion has flowered even in stony ground15. Why toleration has never been enough16. Why even the privileged are often somewhat gloomy about life, even when they can have anything the consumer society offers, and even after sexual liberation17. How travellers are becoming the largest nation in the world, and how they have learned not to see only what they are looking for18. Why friendship between men and women has been so fragile19. How even astrologers resist their destiny20. Why people have not been able to find the time to lead several lives21. Why fathers and their children are changing their minds about what they want from each other22. Why the crisis in the family is only one stage in the evolution of generosity23. How people choose a way of life, and how it does not wholly satisfy them24. How humans become hospitable to each other25. What becomes possible when soul-mates meet

Games of Empire: Global Capitalism and Video Games


Nick Dyer-Witheford - 2009
    No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.

Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do


Lawrence Kutner - 2008
    Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer... and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen... how is this going to affect his social skills?""I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways.In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.

The Intellectual Devotional Modern Culture: Revive Your Mind, Complete Your Education, and Converse Confidently with the Culturati


David S. Kidder - 2007
    In The Intellectual Devotional: Modern Culture, authors David S. Kidder and Noah D. Oppenheim explore the fascinating world of contemporary culture to offer 365 daily readings that provide the essential references needed to navigate the world today.Quench your intellectual thirst with an overview of the literature, music, film, personalities, trends, sports, and pop references that have defined the way we live. From the Slinky to Star Wars; Beatlemania to Babe Ruth; flappers to fascism—refreshing your memory and dazzling your friends has never been easier, or more fun. Whether you're a trivia genius, pop-culture buff, or avid reader, you'll be riveted by this comprehensive journey through contemporary culture.