Author: Rick Buckler
Publisher: Omnibus Press
ISBN: 1783235306
Category : Music
Languages : en
Pages : 270
Book Description
That's Entertainment: My Life in The Jam
Author: Rick Buckler
Publisher: Omnibus Press
ISBN: 1783235306
Category : Music
Languages : en
Pages : 270
Book Description
Publisher: Omnibus Press
ISBN: 1783235306
Category : Music
Languages : en
Pages : 270
Book Description
Play = Learning
Author: Dorothy Singer
Publisher: Oxford University Press
ISBN: 019804142X
Category : Psychology
Languages : en
Pages : 290
Book Description
In Play=Learning, top experts in child development and learning contend that in over-emphasizing academic achievement, our culture has forgotten about the importance of play for children's development.
Publisher: Oxford University Press
ISBN: 019804142X
Category : Psychology
Languages : en
Pages : 290
Book Description
In Play=Learning, top experts in child development and learning contend that in over-emphasizing academic achievement, our culture has forgotten about the importance of play for children's development.
The Food Network Recipe
Author: Emily L. Newman
Publisher: McFarland
ISBN: 1476679088
Category : Performing Arts
Languages : en
Pages : 264
Book Description
When the Television Food Network launched in 1993, its programming was conceived as educational: it would teach people how to cook well, with side trips into the economics of food and healthy living. Today, however, the network is primarily known for splashy celebrity chefs and spirited competition shows. These new essays explore how the Food Network came to be known for consistently providing comforting programming that offers an escape from reality, where the storyline is just as important as the food that is being created. It dissects some of the biggest personalities that emerged from the Food Network itself, such as Guy Fieri, and offers a critical examination of a variety of chefs' feminisms and the complicated nature of success. Some writers posit that the Food Network is creating an engaging, important dialogue about modes of instruction and education, and others analyze how the Food Network presents locality and place through the sharing of food culture with the viewing public. This book will bring together these threads as it explores the rise, development, and unique adaptability of the Food Network.
Publisher: McFarland
ISBN: 1476679088
Category : Performing Arts
Languages : en
Pages : 264
Book Description
When the Television Food Network launched in 1993, its programming was conceived as educational: it would teach people how to cook well, with side trips into the economics of food and healthy living. Today, however, the network is primarily known for splashy celebrity chefs and spirited competition shows. These new essays explore how the Food Network came to be known for consistently providing comforting programming that offers an escape from reality, where the storyline is just as important as the food that is being created. It dissects some of the biggest personalities that emerged from the Food Network itself, such as Guy Fieri, and offers a critical examination of a variety of chefs' feminisms and the complicated nature of success. Some writers posit that the Food Network is creating an engaging, important dialogue about modes of instruction and education, and others analyze how the Food Network presents locality and place through the sharing of food culture with the viewing public. This book will bring together these threads as it explores the rise, development, and unique adaptability of the Food Network.
Edutainment Therapy
Author: Conroy B. Wilson
Publisher: AuthorHouse
ISBN: 1524600660
Category : Social Science
Languages : en
Pages : 72
Book Description
We believe that this book will have an extended lifespan, not on your bookshelf but in your workbag. It is an extremely useful tool, which can support social interventions, as well as school and community projects. We have used language that everyone should understand with the hope that the book will be useful to community activists with strong interest in using the empowerment and behaviour change strategies of Edutainment Therapy to explore various cultural approaches - theatre, music, dance and drama (the performing arts); behaviour change and communications strategies and to make an impact on individuals in various groups and communities. Anyone interested in social work or counselling may take up this book and, with serious application of the principles, ideas, techniques and practices, make a difference.
Publisher: AuthorHouse
ISBN: 1524600660
Category : Social Science
Languages : en
Pages : 72
Book Description
We believe that this book will have an extended lifespan, not on your bookshelf but in your workbag. It is an extremely useful tool, which can support social interventions, as well as school and community projects. We have used language that everyone should understand with the hope that the book will be useful to community activists with strong interest in using the empowerment and behaviour change strategies of Edutainment Therapy to explore various cultural approaches - theatre, music, dance and drama (the performing arts); behaviour change and communications strategies and to make an impact on individuals in various groups and communities. Anyone interested in social work or counselling may take up this book and, with serious application of the principles, ideas, techniques and practices, make a difference.
Play at Work
Author: Adam L. Penenberg
Publisher: Penguin
ISBN: 1101623020
Category : Business & Economics
Languages : en
Pages : 259
Book Description
Do games hold the secret to better productivity? If you’ve ever found yourself engrossed in Angry Birds, Call of Duty, or a plain old crossword puzzle when you should have been doing something more productive, you know how easily games hold our attention. Hardcore gamers have spent the equivalent of 5.93 million years playing World of Warcraft while the world collectively devotes about 5 million hours per day to Angry Birds. A colossal waste of time? Perhaps. But what if we could tap into all the energy, engagement, and brainpower that people are already expending and use it for more creative and valuable pursuits? Harnessing the power of games sounds like a New-Age fantasy, or at least a fad that’s only for hip start-ups run by millennials in Silicon Valley. But according to Adam L. Penenberg, the use of smart game design in the workplace and beyond is taking hold in every sector of the economy, and the companies that apply it are witnessing unprecedented results. “Gamification” isn’t just for consumers chasing reward points anymore. It’s transforming, well, just about everything. Penenberg explores how, by understanding the way successful games are designed, we can apply them to become more efficient, come up with new ideas, and achieve even the most daunting goals. He shows how game mechanics are being applied to make employees happier and more motivated, improve worker safety, create better products, and improve customer service. For example, Microsoft has transformed an essential but mind-numbing task—debugging software—into a game by having employees compete and collaborate to find more glitches in less time. Meanwhile, Local Motors, an independent automaker based in Arizona, crowdsources designs from car enthusiasts all over the world by having them compete for money and recognition within the community. As a result, the company was able to bring a cutting-edge vehicle to market in less time and at far less cost than the Big Three automakers. These are just two examples of companies that have tapped the characteristics that make games so addictive and satisfying. Penenberg also takes us inside organizations that have introduced play at work to train surgeons, aid in physical therapy, translate the Internet, solve vexing scientific riddles, and digitize books from the nineteenth century. Drawing on the latest brain science as well as his firsthand reporting from these cutting-edge companies, Penenberg offers a powerful solution for businesses and organizations of all stripes and sizes.
Publisher: Penguin
ISBN: 1101623020
Category : Business & Economics
Languages : en
Pages : 259
Book Description
Do games hold the secret to better productivity? If you’ve ever found yourself engrossed in Angry Birds, Call of Duty, or a plain old crossword puzzle when you should have been doing something more productive, you know how easily games hold our attention. Hardcore gamers have spent the equivalent of 5.93 million years playing World of Warcraft while the world collectively devotes about 5 million hours per day to Angry Birds. A colossal waste of time? Perhaps. But what if we could tap into all the energy, engagement, and brainpower that people are already expending and use it for more creative and valuable pursuits? Harnessing the power of games sounds like a New-Age fantasy, or at least a fad that’s only for hip start-ups run by millennials in Silicon Valley. But according to Adam L. Penenberg, the use of smart game design in the workplace and beyond is taking hold in every sector of the economy, and the companies that apply it are witnessing unprecedented results. “Gamification” isn’t just for consumers chasing reward points anymore. It’s transforming, well, just about everything. Penenberg explores how, by understanding the way successful games are designed, we can apply them to become more efficient, come up with new ideas, and achieve even the most daunting goals. He shows how game mechanics are being applied to make employees happier and more motivated, improve worker safety, create better products, and improve customer service. For example, Microsoft has transformed an essential but mind-numbing task—debugging software—into a game by having employees compete and collaborate to find more glitches in less time. Meanwhile, Local Motors, an independent automaker based in Arizona, crowdsources designs from car enthusiasts all over the world by having them compete for money and recognition within the community. As a result, the company was able to bring a cutting-edge vehicle to market in less time and at far less cost than the Big Three automakers. These are just two examples of companies that have tapped the characteristics that make games so addictive and satisfying. Penenberg also takes us inside organizations that have introduced play at work to train surgeons, aid in physical therapy, translate the Internet, solve vexing scientific riddles, and digitize books from the nineteenth century. Drawing on the latest brain science as well as his firsthand reporting from these cutting-edge companies, Penenberg offers a powerful solution for businesses and organizations of all stripes and sizes.
The Computer Revolution
Author: Benjamin B. Wells
Publisher: Nova Publishers
ISBN: 9781560724988
Category : Computers
Languages : en
Pages : 196
Book Description
This timely book examines the computer revolution as it relates to each of its main areas of application. The author presents a well-honed analysis of the expectations and realisations of this extraordinary device. Revolutions seldom proceed according to a preset plan and the computer revolution is no exception. This book is essential reading for gaining an understanding of where they are now and where they may be expected to be tomorrow. Contents includes: Preface; Revolutionary Promises; The Quest for Machines that Think, Learn and Teach; Computers in the Classroom; Computers in the Classroom: Educators' Approaches; Computers and Intuition; The Romance of Computers; Educational Software; Computer Games; The Electronic Classroom; Computers for Research; Armageddon: The Year 2000; and Conclusions.
Publisher: Nova Publishers
ISBN: 9781560724988
Category : Computers
Languages : en
Pages : 196
Book Description
This timely book examines the computer revolution as it relates to each of its main areas of application. The author presents a well-honed analysis of the expectations and realisations of this extraordinary device. Revolutions seldom proceed according to a preset plan and the computer revolution is no exception. This book is essential reading for gaining an understanding of where they are now and where they may be expected to be tomorrow. Contents includes: Preface; Revolutionary Promises; The Quest for Machines that Think, Learn and Teach; Computers in the Classroom; Computers in the Classroom: Educators' Approaches; Computers and Intuition; The Romance of Computers; Educational Software; Computer Games; The Electronic Classroom; Computers for Research; Armageddon: The Year 2000; and Conclusions.
Newmedia
Serious Games and Edutainment Applications
Author: Minhua Ma
Publisher: Springer
ISBN: 3319516450
Category : Computers
Languages : en
Pages : 694
Book Description
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Publisher: Springer
ISBN: 3319516450
Category : Computers
Languages : en
Pages : 694
Book Description
With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.
Power/Knowledge/Pedagogy
Author: Dennis Carlson
Publisher: Routledge
ISBN: 042996661X
Category : Education
Languages : en
Pages : 367
Book Description
The essays in this volume explore the educational implications of unsettling shifts in contemporary culture associated with postmodernism. These shifts include the fragmentation of established power blocs, the emergence of a politics of identity, growing inequalities between the haves and the have-nots in a new global economy, and the rise in influence of popular culture in defining who we are. In the academy, postmodernism has been associated with the emergence of new theoretical perspectives that are unsettling the way we think about education. These shifts, the authors suggest, are deeply contradictory and may lead in divergent political directions?some of them quite dangerous. Power/Knowledge/Pedagogy examines these issues with regard to four broad domains of educational inquiry: state educational policy and curriculum reform, student identity formation, the curriculum as a text, and critical pedagogy. The book contributes to the dialogue on the forging of a new commonsense discourse on democratic educational renewal, attuned to the changing times in which we live.
Publisher: Routledge
ISBN: 042996661X
Category : Education
Languages : en
Pages : 367
Book Description
The essays in this volume explore the educational implications of unsettling shifts in contemporary culture associated with postmodernism. These shifts include the fragmentation of established power blocs, the emergence of a politics of identity, growing inequalities between the haves and the have-nots in a new global economy, and the rise in influence of popular culture in defining who we are. In the academy, postmodernism has been associated with the emergence of new theoretical perspectives that are unsettling the way we think about education. These shifts, the authors suggest, are deeply contradictory and may lead in divergent political directions?some of them quite dangerous. Power/Knowledge/Pedagogy examines these issues with regard to four broad domains of educational inquiry: state educational policy and curriculum reform, student identity formation, the curriculum as a text, and critical pedagogy. The book contributes to the dialogue on the forging of a new commonsense discourse on democratic educational renewal, attuned to the changing times in which we live.
Recent Innovations in Educational Technology that Facilitate Student Learning
Author: Gregory Schraw
Publisher: IAP
ISBN: 1607529424
Category : Education
Languages : en
Pages : 300
Book Description
The field of educational technology is exploding in terms of innovations being developed daily. Most of these innovations hold fascinating promise but enjoy almost no empirical support. There are educational researchers who have both developed innovations and tested their potential empirically. This book will capture the latest and most promising innovations from the leading educational technologists in the world, including animations, simulations, visualizations, navigation, manipulatives, pedagogical agents, and assessment. This book is appropriate for university courses in educational technology for those wishing to showcase the latest innovations that are accompanied by empirical support.
Publisher: IAP
ISBN: 1607529424
Category : Education
Languages : en
Pages : 300
Book Description
The field of educational technology is exploding in terms of innovations being developed daily. Most of these innovations hold fascinating promise but enjoy almost no empirical support. There are educational researchers who have both developed innovations and tested their potential empirically. This book will capture the latest and most promising innovations from the leading educational technologists in the world, including animations, simulations, visualizations, navigation, manipulatives, pedagogical agents, and assessment. This book is appropriate for university courses in educational technology for those wishing to showcase the latest innovations that are accompanied by empirical support.