Author: Peter H. Reynolds
Publisher: Candlewick Press
ISBN: 153621809X
Category : Juvenile Fiction
Languages : en
Pages : 33
Book Description
Vashti believes that she cannot draw, but her art teacher's encouragement leads her to change her mind and she goes on to encourage another student who feels the same as she had.
The Dot
Author: Peter H. Reynolds
Publisher: Candlewick Press
ISBN: 153621809X
Category : Juvenile Fiction
Languages : en
Pages : 33
Book Description
Vashti believes that she cannot draw, but her art teacher's encouragement leads her to change her mind and she goes on to encourage another student who feels the same as she had.
Publisher: Candlewick Press
ISBN: 153621809X
Category : Juvenile Fiction
Languages : en
Pages : 33
Book Description
Vashti believes that she cannot draw, but her art teacher's encouragement leads her to change her mind and she goes on to encourage another student who feels the same as she had.
WALC 6
Author: Leslie Bilik-Thompson
Publisher:
ISBN:
Category : Cognition disorders
Languages : en
Pages :
Book Description
Provides a comprehensive series of tasks and functional carryover activities allowing for integration of language and cognitive skills for neurologically-impaired adolescents and adults with diverse levels of functioning. Exercises cover a broad scope of skills including orientation, auditory comprehension, verbal expression, and reading comprehension.
Publisher:
ISBN:
Category : Cognition disorders
Languages : en
Pages :
Book Description
Provides a comprehensive series of tasks and functional carryover activities allowing for integration of language and cognitive skills for neurologically-impaired adolescents and adults with diverse levels of functioning. Exercises cover a broad scope of skills including orientation, auditory comprehension, verbal expression, and reading comprehension.
Actionable Gamification
Author: Yu-kai Chou
Publisher: Packt Publishing Ltd
ISBN: 183921077X
Category : Computers
Languages : en
Pages : 500
Book Description
Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.
Publisher: Packt Publishing Ltd
ISBN: 183921077X
Category : Computers
Languages : en
Pages : 500
Book Description
Learn all about implementing a good gamification design into your products, workplace, and lifestyle Key FeaturesExplore what makes a game fun and engagingGain insight into the Octalysis Framework and its applicationsDiscover the potential of the Core Drives of gamification through real-world scenariosBook Description Effective gamification is a combination of game design, game dynamics, user experience, and ROI-driving business implementations. This book explores the interplay between these disciplines and captures the core principles that contribute to a good gamification design. The book starts with an overview of the Octalysis Framework and the 8 Core Drives that can be used to build strategies around the various systems that make games engaging. As the book progresses, each chapter delves deep into a Core Drive, explaining its design and how it should be used. Finally, to apply all the concepts and techniques that you learn throughout, the book contains a brief showcase of using the Octalysis Framework to design a project experience from scratch. After reading this book, you'll have the knowledge and skills to enable the widespread adoption of good gamification and human-focused design in all types of industries. What you will learnDiscover ways to use gamification techniques in real-world situationsDesign fun, engaging, and rewarding experiences with OctalysisUnderstand what gamification means and how to categorize itLeverage the power of different Core Drives in your applicationsExplore how Left Brain and Right Brain Core Drives differ in motivation and design methodologiesExamine the fascinating intricacies of White Hat and Black Hat Core DrivesWho this book is for Anyone who wants to implement gamification principles and techniques into their products, workplace, and lifestyle will find this book useful.
Reality Is Broken
Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Stitches
Author: Anne Lamott
Publisher: Penguin
ISBN: 0698147855
Category : Body, Mind & Spirit
Languages : en
Pages : 111
Book Description
The New York Times bestseller from the author of Dusk, Night, Dawn, Hallelujah Anyway, Bird by Bird, and Almost Everything “Lamott’s …most insightful book yet, Stitches offers plenty of her characteristic witty wisdom…this slim, readable volume [is] a lens on life, widening and narrowing, encouraging each reader to reflect on what it is, after all, that really matters.”—People What do we do when life lurches out of balance? How can we reconnect to one other and to what’s sustaining, when evil and catastrophe seem inescapable? These questions lie at the heart of Stitches, Lamott’s profound follow-up to her New York Times–bestselling Help, Thanks, Wow. In this book Lamott explores how we find meaning and peace in these loud and frantic times; where we start again after personal and public devastation; how we recapture wholeness after loss; and how we locate our true identities in this frazzled age. We begin, Lamott says, by collecting the ripped shreds of our emotional and spiritual fabric and sewing them back together, one stitch at a time. It’s in these stitches that the quilt of life begins, and embedded in them are strength, warmth, humor, and humanity.
Publisher: Penguin
ISBN: 0698147855
Category : Body, Mind & Spirit
Languages : en
Pages : 111
Book Description
The New York Times bestseller from the author of Dusk, Night, Dawn, Hallelujah Anyway, Bird by Bird, and Almost Everything “Lamott’s …most insightful book yet, Stitches offers plenty of her characteristic witty wisdom…this slim, readable volume [is] a lens on life, widening and narrowing, encouraging each reader to reflect on what it is, after all, that really matters.”—People What do we do when life lurches out of balance? How can we reconnect to one other and to what’s sustaining, when evil and catastrophe seem inescapable? These questions lie at the heart of Stitches, Lamott’s profound follow-up to her New York Times–bestselling Help, Thanks, Wow. In this book Lamott explores how we find meaning and peace in these loud and frantic times; where we start again after personal and public devastation; how we recapture wholeness after loss; and how we locate our true identities in this frazzled age. We begin, Lamott says, by collecting the ripped shreds of our emotional and spiritual fabric and sewing them back together, one stitch at a time. It’s in these stitches that the quilt of life begins, and embedded in them are strength, warmth, humor, and humanity.
Sorry!
Author: Henry Hitchings
Publisher: Farrar, Straus and Giroux
ISBN: 0374710597
Category : Social Science
Languages : en
Pages : 401
Book Description
A humorous and charming investigation into what it really means to have proper manners Most of us know a bit about what passes for good manners—holding doors open, sending thank-you notes, no elbows on the table—and we certainly know bad manners when we see them. But where has this patchwork of beliefs and behaviors come from? How did manners develop? How do they change? And why do they matter so much? In examining English manners, Henry Hitchings delves into the English character and investigates what it means to be English. Sorry! presents an amusing, illuminating, and quirky audit of British manners. From basic table manners to appropriate sexual conduct, via hospitality, chivalry, faux pas, and online etiquette, Hitchings traces the history of England's customs and courtesies. Putting some of the most astute observers of humanity—including Jane Austen and Samuel Pepys—under the microscope, he uses their lives and writings to pry open the often downright peculiar secrets of the English character. Hitchings's blend of history, anthropology, and personal journey helps us understand the bizarre and contested cultural baggage that goes along with our understanding of what it means to have good manners.
Publisher: Farrar, Straus and Giroux
ISBN: 0374710597
Category : Social Science
Languages : en
Pages : 401
Book Description
A humorous and charming investigation into what it really means to have proper manners Most of us know a bit about what passes for good manners—holding doors open, sending thank-you notes, no elbows on the table—and we certainly know bad manners when we see them. But where has this patchwork of beliefs and behaviors come from? How did manners develop? How do they change? And why do they matter so much? In examining English manners, Henry Hitchings delves into the English character and investigates what it means to be English. Sorry! presents an amusing, illuminating, and quirky audit of British manners. From basic table manners to appropriate sexual conduct, via hospitality, chivalry, faux pas, and online etiquette, Hitchings traces the history of England's customs and courtesies. Putting some of the most astute observers of humanity—including Jane Austen and Samuel Pepys—under the microscope, he uses their lives and writings to pry open the often downright peculiar secrets of the English character. Hitchings's blend of history, anthropology, and personal journey helps us understand the bizarre and contested cultural baggage that goes along with our understanding of what it means to have good manners.
The New York Times Hardest Crosswords Volume 1
Author: The New York Times
Publisher: St. Martin's Griffin
ISBN: 9781250160966
Category : Games & Activities
Languages : en
Pages : 0
Book Description
The first in a new series featuring only the toughest crossword puzzles from The New York Times. Are you up for the challenge? Many puzzle fans love the deviously difficult New York Times Friday and Saturday crosswords: They’re the hardest puzzles around, and once you’ve conquered them, you’re a true Puzzlemaster! Features: - 50 New York Times Friday and Saturday crosswords - Edited by crossword legend Will Shortz - Spiral binding for convenient lay-flat solving
Publisher: St. Martin's Griffin
ISBN: 9781250160966
Category : Games & Activities
Languages : en
Pages : 0
Book Description
The first in a new series featuring only the toughest crossword puzzles from The New York Times. Are you up for the challenge? Many puzzle fans love the deviously difficult New York Times Friday and Saturday crosswords: They’re the hardest puzzles around, and once you’ve conquered them, you’re a true Puzzlemaster! Features: - 50 New York Times Friday and Saturday crosswords - Edited by crossword legend Will Shortz - Spiral binding for convenient lay-flat solving
How I Became a Quant
Author: Richard R. Lindsey
Publisher: John Wiley & Sons
ISBN: 1118044754
Category : Business & Economics
Languages : en
Pages : 406
Book Description
Praise for How I Became a Quant "Led by two top-notch quants, Richard R. Lindsey and Barry Schachter, How I Became a Quant details the quirky world of quantitative analysis through stories told by some of today's most successful quants. For anyone who might have thought otherwise, there are engaging personalities behind all that number crunching!" --Ira Kawaller, Kawaller & Co. and the Kawaller Fund "A fun and fascinating read. This book tells the story of how academics, physicists, mathematicians, and other scientists became professional investors managing billions." --David A. Krell, President and CEO, International Securities Exchange "How I Became a Quant should be must reading for all students with a quantitative aptitude. It provides fascinating examples of the dynamic career opportunities potentially open to anyone with the skills and passion for quantitative analysis." --Roy D. Henriksson, Chief Investment Officer, Advanced Portfolio Management "Quants"--those who design and implement mathematical models for the pricing of derivatives, assessment of risk, or prediction of market movements--are the backbone of today's investment industry. As the greater volatility of current financial markets has driven investors to seek shelter from increasing uncertainty, the quant revolution has given people the opportunity to avoid unwanted financial risk by literally trading it away, or more specifically, paying someone else to take on the unwanted risk. How I Became a Quant reveals the faces behind the quant revolution, offering you?the?chance to learn firsthand what it's like to be a?quant today. In this fascinating collection of Wall Street war stories, more than two dozen quants detail their roots, roles, and contributions, explaining what they do and how they do it, as well as outlining the sometimes unexpected paths they have followed from the halls of academia to the front lines of an investment revolution.
Publisher: John Wiley & Sons
ISBN: 1118044754
Category : Business & Economics
Languages : en
Pages : 406
Book Description
Praise for How I Became a Quant "Led by two top-notch quants, Richard R. Lindsey and Barry Schachter, How I Became a Quant details the quirky world of quantitative analysis through stories told by some of today's most successful quants. For anyone who might have thought otherwise, there are engaging personalities behind all that number crunching!" --Ira Kawaller, Kawaller & Co. and the Kawaller Fund "A fun and fascinating read. This book tells the story of how academics, physicists, mathematicians, and other scientists became professional investors managing billions." --David A. Krell, President and CEO, International Securities Exchange "How I Became a Quant should be must reading for all students with a quantitative aptitude. It provides fascinating examples of the dynamic career opportunities potentially open to anyone with the skills and passion for quantitative analysis." --Roy D. Henriksson, Chief Investment Officer, Advanced Portfolio Management "Quants"--those who design and implement mathematical models for the pricing of derivatives, assessment of risk, or prediction of market movements--are the backbone of today's investment industry. As the greater volatility of current financial markets has driven investors to seek shelter from increasing uncertainty, the quant revolution has given people the opportunity to avoid unwanted financial risk by literally trading it away, or more specifically, paying someone else to take on the unwanted risk. How I Became a Quant reveals the faces behind the quant revolution, offering you?the?chance to learn firsthand what it's like to be a?quant today. In this fascinating collection of Wall Street war stories, more than two dozen quants detail their roots, roles, and contributions, explaining what they do and how they do it, as well as outlining the sometimes unexpected paths they have followed from the halls of academia to the front lines of an investment revolution.
Hanging Out, Messing Around, and Geeking Out
Author: Mizuko Ito
Publisher: MIT Press
ISBN: 0262258269
Category : Technology & Engineering
Languages : en
Pages : 441
Book Description
An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after-school programs, and in online spaces. Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.
Publisher: MIT Press
ISBN: 0262258269
Category : Technology & Engineering
Languages : en
Pages : 441
Book Description
An examination of young people's everyday new media practices—including video-game playing, text-messaging, digital media production, and social media use. Conventional wisdom about young people's use of digital technology often equates generational identity with technology identity: today's teens seem constantly plugged in to video games, social networking sites, and text messaging. Yet there is little actual research that investigates the intricate dynamics of youths' social and recreational use of digital media. Hanging Out, Messing Around, and Geeking Out fills this gap, reporting on an ambitious three-year ethnographic investigation into how young people are living and learning with new media in varied settings—at home, in after-school programs, and in online spaces. Integrating twenty-three case studies—which include Harry Potter podcasting, video-game playing, music sharing, and online romantic breakups—in a unique collaborative authorship style, Hanging Out, Messing Around, and Geeking Out is distinctive for its combination of in-depth description of specific group dynamics with conceptual analysis.
Sweating Bullets
Author: Robert Gaskins
Publisher: Vinland Books
ISBN: 0985142405
Category : Computers
Languages : en
Pages : 516
Book Description
PowerPoint was the first presentation software designed for Macintosh and Windows, received the first venture capital investment ever made by Apple, then became the first significant acquisition ever made by Microsoft, who set up a new Graphics Business Unit in Silicon Valley to develop it further. Now, twenty-five years later, PowerPoint is installed on more than one billion computers, worldwide. In this book, Robert Gaskins (who invented the idea, managed its design and development, and then headed the new Microsoft group) tells the story of its first years, recounting the perils and disasters narrowly evaded as a startup, dissecting the complexities of being the first distant development group in Microsoft, and explaining decisions and insights that enabled PowerPoint to become a lasting success well beyond its original business uses.
Publisher: Vinland Books
ISBN: 0985142405
Category : Computers
Languages : en
Pages : 516
Book Description
PowerPoint was the first presentation software designed for Macintosh and Windows, received the first venture capital investment ever made by Apple, then became the first significant acquisition ever made by Microsoft, who set up a new Graphics Business Unit in Silicon Valley to develop it further. Now, twenty-five years later, PowerPoint is installed on more than one billion computers, worldwide. In this book, Robert Gaskins (who invented the idea, managed its design and development, and then headed the new Microsoft group) tells the story of its first years, recounting the perils and disasters narrowly evaded as a startup, dissecting the complexities of being the first distant development group in Microsoft, and explaining decisions and insights that enabled PowerPoint to become a lasting success well beyond its original business uses.