Author: Dave Birss
Publisher: Nicholas Brealey
ISBN: 1473692172
Category : Business & Economics
Languages : en
Pages : 196
Book Description
Sliver award winner in Business Reference 2020 Axiom Business Book Awards What makes a great idea? Where do great ideas come from? The highly practical lessons in HOW TO GET TO GREAT IDEAS are based on neuroscience,psychology, and behavioral economics. Written by the former Creative Director of OgilvyOne, Dave Birss, this book offers a brilliant new system for conceiving original and valuable ideas. It looks at how to frame the problem, how to push your thinking, how to sell the idea and build support for it, and how to inspire others to have great ideas. It proves that any organization - and any department within an organization - can become a fertile environment for ideas. Combining a practical research-based system with fascinating insights and inspiring and humorous writing,the book is also accompanied by the problem-solving system RIGHT THINKING. This is a tool that shows organizations a more effective way to generate more effective ideas and is based on the thinking in the book. This is available online and in person from the author.
Show Me a Story
Author: Emily K. Neuburger
Publisher: Storey Publishing, LLC
ISBN: 1603428976
Category : Crafts & Hobbies
Languages : en
Pages : 153
Book Description
Encouraging children to let their imagination run wild, Emily K. Neubinger offers 40 inventive projects and activities that will inspire kids ages 5 to 12 to express themselves through storytelling. Younger children will love making story stones and a storytelling jar, while older kids will open up and thrive as they embark on guided story walks and inspiring journaling exercises. Sparking creativity while developing a child’s love of language, Show Me a Story will kindle a lifelong passion for both writing and telling original stories.
Publisher: Storey Publishing, LLC
ISBN: 1603428976
Category : Crafts & Hobbies
Languages : en
Pages : 153
Book Description
Encouraging children to let their imagination run wild, Emily K. Neubinger offers 40 inventive projects and activities that will inspire kids ages 5 to 12 to express themselves through storytelling. Younger children will love making story stones and a storytelling jar, while older kids will open up and thrive as they embark on guided story walks and inspiring journaling exercises. Sparking creativity while developing a child’s love of language, Show Me a Story will kindle a lifelong passion for both writing and telling original stories.
Of Dice and Men
Author: David M. Ewalt
Publisher: Simon and Schuster
ISBN: 1451640501
Category : Games & Activities
Languages : en
Pages : 289
Book Description
A definitive look at Dungeons & Dragons traces its origins on the battlefields of ancient Europe through the hysteria that linked it to satanic rituals and teen suicides and to its apotheosis as father of the modern video game industry.
Publisher: Simon and Schuster
ISBN: 1451640501
Category : Games & Activities
Languages : en
Pages : 289
Book Description
A definitive look at Dungeons & Dragons traces its origins on the battlefields of ancient Europe through the hysteria that linked it to satanic rituals and teen suicides and to its apotheosis as father of the modern video game industry.
One Toss of the Dice: The Incredible Story of How a Poem Made Us Modern
Author: R. Howard Bloch
Publisher: Liveright Publishing
ISBN: 1631490869
Category : Literary Criticism
Languages : en
Pages : 384
Book Description
In the tradition of The Swerve comes this thrilling, detective-like work of literary history that reveals how a poem created the world we live in today. It was, improbably, the forerunner of our digital age: a French poem about a shipwreck published in 1897 that, with its mind-bending possibilities of being read up and down, backward and forward, even sideways, launched modernism. Stéphane Mallarmé’s "One Toss of the Dice," a daring, twenty-page epic of ruin and recovery, provided an epochal “tipping point,” defining the spirit of the age and anticipating radical thinkers of the twentieth century, from Albert Einstein to T. S. Eliot. Celebrating its intrinsic influence on our culture, renowned scholar R. Howard Bloch masterfully decodes the poem still considered among the most enigmatic ever written. In Bloch’s shimmering portrait of Belle Époque Paris, Mallarmé stands as the spiritual giant of the era, gathering around him every Tuesday a luminous cast of characters including Émile Zola, Victor Hugo, Claude Monet, André Gide, Claude Debussy, Oscar Wilde, and even the future French prime minister Georges Clemenceau. A simple schoolteacher whose salons and prodigious literary talent won him the adoration of Paris’s elite, Mallarmé achieved the reputation of France’s greatest living poet. He was so beloved that mourners crowded along the Seine for his funeral in 1898, many refusing to depart until late into the night, leaving Auguste Renoir to ponder, “How long will it take for nature to make another such a mind?” Over a century later, the allure of Mallarmé’s linguistic feat continues to ignite the imaginations of the world’s greatest thinkers. Featuring a new, authoritative translation of the French poem by J. D. McClatchy, One Toss of the Dice reveals how a literary masterpiece launched the modernist movement, contributed to the rise of pop art, influenced modern Web design, and shaped the perceptual world we now inhabit. And as Alex Ross remarks in The New Yorker, "If you can crack [Mallarmé’s] poems, it seems, you can crack the riddles of existence." In One Toss of the Dice, Bloch finally, and brilliantly, dissects one of literary history’s greatest mysteries to reveal how a poem made us modern.
Publisher: Liveright Publishing
ISBN: 1631490869
Category : Literary Criticism
Languages : en
Pages : 384
Book Description
In the tradition of The Swerve comes this thrilling, detective-like work of literary history that reveals how a poem created the world we live in today. It was, improbably, the forerunner of our digital age: a French poem about a shipwreck published in 1897 that, with its mind-bending possibilities of being read up and down, backward and forward, even sideways, launched modernism. Stéphane Mallarmé’s "One Toss of the Dice," a daring, twenty-page epic of ruin and recovery, provided an epochal “tipping point,” defining the spirit of the age and anticipating radical thinkers of the twentieth century, from Albert Einstein to T. S. Eliot. Celebrating its intrinsic influence on our culture, renowned scholar R. Howard Bloch masterfully decodes the poem still considered among the most enigmatic ever written. In Bloch’s shimmering portrait of Belle Époque Paris, Mallarmé stands as the spiritual giant of the era, gathering around him every Tuesday a luminous cast of characters including Émile Zola, Victor Hugo, Claude Monet, André Gide, Claude Debussy, Oscar Wilde, and even the future French prime minister Georges Clemenceau. A simple schoolteacher whose salons and prodigious literary talent won him the adoration of Paris’s elite, Mallarmé achieved the reputation of France’s greatest living poet. He was so beloved that mourners crowded along the Seine for his funeral in 1898, many refusing to depart until late into the night, leaving Auguste Renoir to ponder, “How long will it take for nature to make another such a mind?” Over a century later, the allure of Mallarmé’s linguistic feat continues to ignite the imaginations of the world’s greatest thinkers. Featuring a new, authoritative translation of the French poem by J. D. McClatchy, One Toss of the Dice reveals how a literary masterpiece launched the modernist movement, contributed to the rise of pop art, influenced modern Web design, and shaped the perceptual world we now inhabit. And as Alex Ross remarks in The New Yorker, "If you can crack [Mallarmé’s] poems, it seems, you can crack the riddles of existence." In One Toss of the Dice, Bloch finally, and brilliantly, dissects one of literary history’s greatest mysteries to reveal how a poem made us modern.
There Was a Speech Teacher Who Swallowed Some Dice
Author: Patricia L. Mervine
Publisher: Createspace Independent Pub
ISBN: 9781500214944
Category : Juvenile Fiction
Languages : en
Pages : 38
Book Description
A wacky Speech Teacher starts swallowing everything she needs to do speech/language therapy in her school! What could possibly happen? Better look out when those dice begin to roll! "There Was a Speech Teacher Who Swallowed Some Dice" is a delightfully silly way to introduce students to many of the materials used in speech therapy, and ends with a Speech Room Scavenger Hunt.
Publisher: Createspace Independent Pub
ISBN: 9781500214944
Category : Juvenile Fiction
Languages : en
Pages : 38
Book Description
A wacky Speech Teacher starts swallowing everything she needs to do speech/language therapy in her school! What could possibly happen? Better look out when those dice begin to roll! "There Was a Speech Teacher Who Swallowed Some Dice" is a delightfully silly way to introduce students to many of the materials used in speech therapy, and ends with a Speech Room Scavenger Hunt.
UNBORED Games
Author: Joshua Glenn
Publisher: Bloomsbury Publishing USA
ISBN: 162040706X
Category : Games & Activities
Languages : en
Pages : 178
Book Description
UNBORED Games has all the smarts, creativity, and DIY spirit of the original UNBORED (“It's a book! It's a guide! It's a way of life!” -Los Angeles Magazine), but with a laser-like focus on the activities we do for pure fun: to while away a rainy day, to test our skills and stretch our imaginations-games. There are more than seventy games here, 50 of them all new, plus many more recommendations, and they cover the full gambit, from old-fashioned favorites to today's high-tech games. The book offers a gold mine of creative, constructive fun: intricate clapping games, bike rodeo, Google Earth challenges, croquet golf, capture the flag, and the best ever apps to play with Grandma, to name only a handful. Gaming is a whole culture for kids to explore, and the book will be complete with gaming history and interviews with awesome game designers. The lessons here: all games can be self-customized, or hacked. You can even make up your own games. Some could even change the world. The original UNBORED has taken its place as a much beloved, distinctly contemporary family brand. UNBORED Games extends the franchise -- also including UNBORED Adventure -- in a new handy flexibound format, illustrated in full color throughout. This is a whole shelf of serious fun the whole family can enjoy indoors, outdoors, online and offline.
Publisher: Bloomsbury Publishing USA
ISBN: 162040706X
Category : Games & Activities
Languages : en
Pages : 178
Book Description
UNBORED Games has all the smarts, creativity, and DIY spirit of the original UNBORED (“It's a book! It's a guide! It's a way of life!” -Los Angeles Magazine), but with a laser-like focus on the activities we do for pure fun: to while away a rainy day, to test our skills and stretch our imaginations-games. There are more than seventy games here, 50 of them all new, plus many more recommendations, and they cover the full gambit, from old-fashioned favorites to today's high-tech games. The book offers a gold mine of creative, constructive fun: intricate clapping games, bike rodeo, Google Earth challenges, croquet golf, capture the flag, and the best ever apps to play with Grandma, to name only a handful. Gaming is a whole culture for kids to explore, and the book will be complete with gaming history and interviews with awesome game designers. The lessons here: all games can be self-customized, or hacked. You can even make up your own games. Some could even change the world. The original UNBORED has taken its place as a much beloved, distinctly contemporary family brand. UNBORED Games extends the franchise -- also including UNBORED Adventure -- in a new handy flexibound format, illustrated in full color throughout. This is a whole shelf of serious fun the whole family can enjoy indoors, outdoors, online and offline.
Access to Citizenship
Author: Ann Fergusson
Publisher: Routledge
ISBN: 1134149611
Category : Education
Languages : en
Pages : 199
Book Description
This accessible and practical teaching resource provides a basis for interpreting and accessing the national curriculum framework to include all pupils. Suggesting an inclusive framework of participation and achievement for all, the book provides *a range of possible activities designed to be accessible to pupils with diverse individual needs *reference to the P levels *help with planning and monitoring the curriculum *assessment and recording opportunities *advice on teaching citizenship in a cross-curricular way *suggestions to develop a whole-school and community approach. The book is aimed at staff in mainstream and special settings who work with students with special educational needs in the area of citizenship. This includes all class teachers, citizenship coordinators and adult learning disability services staff.
Publisher: Routledge
ISBN: 1134149611
Category : Education
Languages : en
Pages : 199
Book Description
This accessible and practical teaching resource provides a basis for interpreting and accessing the national curriculum framework to include all pupils. Suggesting an inclusive framework of participation and achievement for all, the book provides *a range of possible activities designed to be accessible to pupils with diverse individual needs *reference to the P levels *help with planning and monitoring the curriculum *assessment and recording opportunities *advice on teaching citizenship in a cross-curricular way *suggestions to develop a whole-school and community approach. The book is aimed at staff in mainstream and special settings who work with students with special educational needs in the area of citizenship. This includes all class teachers, citizenship coordinators and adult learning disability services staff.
Mobile Learning
Author: Shaun Wilden
Publisher: Oxford University Press
ISBN: 0194200183
Category : Study Aids
Languages : en
Pages : 104
Book Description
Into the Classroom is a series of short, practical guides that help teachers who work in the primary and secondary school setting to make sense of new teaching tools, techniques, and educational policy, with ideas for implementing them in the classroom. Mobile Learning provides clear guidance and essential support for teachers who want to use mobile devices in and outside the language classroom. Full of practical ideas and activities, it emphasizes the power of the mobile device as a tool for language learning. Mobile Learning: • helps teachers get started with using mobile devices and apps in class. • shows how to make the most of in-built features, such as messaging, photos, and audio recording. • introduces more advanced project ideas, including digital storytelling, video and animation, multimodal approaches, and augmented reality. • addresses issues such as acceptable use policies and staying safe. • provides teachers with dozens of practical ideas and activities they can immediately incorporate into their teaching. Shaun Wilden is a teacher, teacher trainer, and materials writer who has been helping teachers integrate technology into their teaching for over a decade. His main areas of interest are mobile devices, online teaching, and creating podcasts.
Publisher: Oxford University Press
ISBN: 0194200183
Category : Study Aids
Languages : en
Pages : 104
Book Description
Into the Classroom is a series of short, practical guides that help teachers who work in the primary and secondary school setting to make sense of new teaching tools, techniques, and educational policy, with ideas for implementing them in the classroom. Mobile Learning provides clear guidance and essential support for teachers who want to use mobile devices in and outside the language classroom. Full of practical ideas and activities, it emphasizes the power of the mobile device as a tool for language learning. Mobile Learning: • helps teachers get started with using mobile devices and apps in class. • shows how to make the most of in-built features, such as messaging, photos, and audio recording. • introduces more advanced project ideas, including digital storytelling, video and animation, multimodal approaches, and augmented reality. • addresses issues such as acceptable use policies and staying safe. • provides teachers with dozens of practical ideas and activities they can immediately incorporate into their teaching. Shaun Wilden is a teacher, teacher trainer, and materials writer who has been helping teachers integrate technology into their teaching for over a decade. His main areas of interest are mobile devices, online teaching, and creating podcasts.
The Digital Role-Playing Game and Technical Communication
Author: Daniel Reardon
Publisher: Bloomsbury Publishing USA
ISBN: 1501352555
Category : Games & Activities
Languages : en
Pages : 315
Book Description
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
Publisher: Bloomsbury Publishing USA
ISBN: 1501352555
Category : Games & Activities
Languages : en
Pages : 315
Book Description
With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland, USA; BioWare in Edmonton, Alberta, Canada; and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.
The Articulate Classroom
Author: Prue Goodwin
Publisher: Routledge
ISBN: 1134123221
Category : Education
Languages : en
Pages : 162
Book Description
This book is an edited collection of articles by leading educationalists and teacher educators on the place of talk in the primary curriculum. Each chapter reflects on theoretical aspects of oracy translated into manageable practice.
Publisher: Routledge
ISBN: 1134123221
Category : Education
Languages : en
Pages : 162
Book Description
This book is an edited collection of articles by leading educationalists and teacher educators on the place of talk in the primary curriculum. Each chapter reflects on theoretical aspects of oracy translated into manageable practice.