Book picks similar to
The Play of Man by Karl Groos


societal-mechanics
wolf_princesinha
education
games

John F. Kennedy: A Life


New Word City - 2012
    Kennedy’s assassination has been the subject of public and cultural fascination (a film by Oliver Stone, a novel by Stephen King, endless conspiracy theories) for nearly 50 years. It’s time, this brief biography argues, to give equal consideration to Kennedy’s life.

Defiance:The Essential Guide


Syfy - 2013
    Set in the near future, Defiance introduces an exotically transformed planet Earth, its landscapes permanently altered following the sudden – and tumultuous – arrival of seven unique alien races.In this somewhat unknown and unpredictable landscape, the richly diverse, newly-formed civilization of humans and aliens must learn to co-exist peacefully. Each week, viewers will follow an immersive character drama set in the boom-town of Defiance, which sits atop the ruins of St. Louis, MO, while in the game, players will adventure in the new frontier of the San Francisco Bay area.The dramatic tapestry of the series and the intense action of the game will exist in a single universe where their respective narratives will inform one another and evolve together into one overall story.Defiance: The Essential Guide features the following:-Show and Game Character Profiles-Behind-the-Scenes Photos-Secret Game Codes-Concept Art-Alien Alphabets-Game Screenshots-Defiance ePostcards-Cast BiosThis guide is a ""must-have"" for any fan of Defiance, the show and the game.

Game Project Completed: How Successful Indie Game Developers Finish Their Projects


Thomas Schwarzl - 2014
    They teach you how to make games. This book does not show you how to make games. It shows you how to take your game project to the finish line. Many game projects never make it beyond the alpha state.Game Development Success Is All About The Inner Game.Being a successful game developer does not (just) mean being a great programmer, a smart game designer or a gifted artist. It means dominating the inner game of game making. This separates the pros from the wannabes. It's the knowledge of how to stay focused, motivated and efficient during your game projects. It's the skillset of keeping things simple and avoiding misleading dreams of the next overnight success. Finally it's about thinking as a salesperson, not just as a designer, programmer or artist.

My Tiny Life: Crime and Passion in a Virtual World


Julian Dibbell - 1999
    Bungle and of the author's journey, in consequence thereof, to the heart of a half-real world called LambdaMoo.From In Cold Blood to Midnight in the Garden of Good and Evil, readers have been gripped by the novelistic rering of eccentric communities torn apart by violent crime.Julian Dibbell's reporting of the "Mr. Bungle" rape case first appeared as the cover story in The Village Voice. Since that time it has become a cause célèbre, cited as a landmark case in numerous books and articles and a source of less discussion on the Internet. That's because the scene of the crime was a "Multi-User Domain," an electronic "salon" where Internet junkies have created their own interactive fantasy realm. In a "place" where race, ger, and identity are infinitely malleable, the addictive denizens had thought they'd escaped all traditional cultural and moral limits. Yet Mr. Bungle's primal transgression challenged all their illusions, confronting even this electronic utopia with the same issues of order and social norms that humanity has faced since the Stone Age. When this fantasy imbroglio threatens Dibbell's actual marriage, we see how the virtual world at once mirrors and mocks real life.

Fat Envelope Frenzy: One Year, Five Promising Students, and the Pursuit of the Ivy League Prize


Joie Jager-hyman - 2008
    Jager-Hyman also offers a startlingly frank appraisal of the college admission process and the important roles race and class continue to play in a student's efforts to attend the best school possible.

Developing Assessment-Capable Visible Learners, Grades K-12: Maximizing Skill, Will, and Thrill


Nancy Frey - 2018
     This illuminating book shows how to make this scenario an everyday reality. With its foundation in principles introduced in the authors' bestselling Visible Learning for Literacy, this resource delves more deeply into the critical component of self-assessment, revealing the most effective types of assessment and how each can motivate students to higher levels of achievement.

Assessing Learners with Special Needs: An Applied Approach


Terry Overton - 1991
    Each chapter starts out with a chapter focus that contains CEC Knowledge and Skills Standards that show you what you are expected to master in the chapter. Concepts are presented in a step-by-step manner followed by exercises that help you understand each step. Portions of assessment instruments, protocols, and scoring tables are provided to help you with the practice exercises. Additionally, you will participate in the educational decision-making process using data from classroom observations, curriculum-based assessment, functional behavior assessment, and norm-referenced assessment. New to the seventh edition: An emphasis on progress monitoring, including progress monitoring applied to the acquisition of knowledge and skills presented in this text The assessment process according to the regulations of IDEA 2004 A separate chapter on transition issues and assessment A separate chapter on assessment in infancy and early childhood A new chapter on the measurement aspects of Response to Intervention Increased consideration of students from culturally and linguistically diverse backgrounds in the assessment process

Onboard French: Learn a language before you land


Eton Institute - 2013
    Learn the Alphabet and pronunciation as well as useful phrases in 8 categories, such as greetings, travel and directions, making friends to business and emergencies. Download, read and enjoy your vacation like never before.

Learn English: 300% Faster - 69 English Tips to Speak English Like a Native English Speaker!


Sebastian Archer - 2015
     You'll learn the three terrible mistakes 99% of English language learners do which makes them take years to learn. Find out the memory tricks of the world’s fastest language-learning masters, the same tricks they use to memorize hundreds of words a day. Learn English: 300% Faster – 69 English Tips even teaches you how to focus on the right words and the right parts of language, so you don't waste time, and to make sure you are actually speaking confidently, from the first lesson. Plus the 21 best online resources for any English learner – these gems alone will have you learning 300% faster! At the end of the book, readers will find a super Bonus from the author, a sample chapter from ‘Learning: 25 Learning Techniques for Accelerated Learning - Learn Faster by 300%!’ for more on how to learning anything at incredible speeds with ease. Download Now for Instant Reading by Scrolling Up and Clicking the Buy Button Happy reading, and good luck!

The Art of Game Design: A Book of Lenses


Jesse Schell - 2008
    The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality video games. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses—one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer—and will understand how to do it.

Beautiful Failures


Lucy Clark - 2016
    Every day of her high school life was a struggle. She woke up in the morning and the thought of going to school was like an enormous mountain to climb. 'Nothing will ever be as easy as your school years,' well-meaning adults told her, but I knew for my daughter, and for many kids who have struggled as square pegs trying to make themselves round, this was dead wrong. When Lucy Clark's daughter graduated from school a 'failure', she started asking questions about the way we measure success. Why is there so much pressure on kids today? Where does it come from? Most importantly, as we seem to be in the grip of an epidemic of anxiety, how can we reduce that pressure? Beautiful Failures explores, through personal experience and journalistic investigation, a broken education system that fails too many kids and puts terrible pressure on all kids, including those who 'succeed'. It challenges accepted wisdoms about schooling, calls on parents to examine their own expectations, and questions the purpose of education, and indeed the purpose of childhood.

Rules of Play: Game Design Fundamentals


Katie Salen - 2003
    In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like play, design, and interactivity. They look at games through a series of eighteen game design schemas, or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance.Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.

How to be an Outstanding Primary School Teacher


David Dunn - 2011
    And the best news? This book tells you how to do it without spending lots more time planning, researching and preparing out of this world lessons.All of the activities have been tried-and-tested in the classroom and are divided into three areas: ideas for embedding or preparing ''''by this time tomorrow'''', ''''by this time next month'''' and ''''by this time next term'''' so you can choose the activity you have time for. Each chapter focuses on a perennial issue in teaching and in inspection, such as differentiation, working with your Teaching Assistant and Assessment for Learning.There are dozens of starters and plenaries and useful websites, and the authors own website offers resources to save you even more time. A must for all primary school teachers who want to become outstanding, not just for the inspectors but for every child they teach.

The Multiplayer Classroom: Designing Coursework as a Game


Lee Sheldon - 2011
    THE MULTIPLAYER CLASSROOM: DESIGNING COURSEWORK AS A GAME is your detailed guide to designing any structured learning experience as a game. Written for professional educators or those learning to be educators, here are the tools to engage and excite students by using principles learned in the development of popular video games. Suitable for use in the classroom or the boardroom, the book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. You don't need any experience making games or even playing games to use this book. Yet, you will learn how to create multiplayer games for any age on any subject. Bring your classroom into the 21st century!

Flash Feedback [Grades 6-12]: Responding to Student Writing Better and Faster - Without Burning Out


Matthew M Johnson - 2020
    Inundated with seemingly insurmountable piles of papers to read, respond to, and grade, many teachers often find themselves struggling to balance differentiated, individualized feedback with the one resource they are already overextended on--time.Flash Feedback seeks to alleviate these struggles by taking teachers to the next level of strategic feedback by sharing:How to craft effective, efficient, and more memorable feedback Strategies for scaffolding students through the meta-cognitive work necessary for real revision A plan for how to create a culture of feedback, including lessons for how to train students in meaningful peer response Downloadable online tools for teacher and student use