cool math games clicker heroes: Using Technology with Classroom Instruction That Works Howard Pitler, Elizabeth R. Hubbell, Matt Kuhn, 2012-08-02 Technology is ubiquitous, and its potential to transform learning is immense. The first edition of Using Technology with Classroom Instruction That Works answered some vital questions about 21st century teaching and learning: What are the best ways to incorporate technology into the curriculum? What kinds of technology will best support particular learning tasks and objectives? How does a teacher ensure that technology use will enhance instruction rather than distract from it? This revised and updated second edition of that best-selling book provides fresh answers to these critical questions, taking into account the enormous technological advances that have occurred since the first edition was published, including the proliferation of social networks, mobile devices, and web-based multimedia tools. It also builds on the up-to-date research and instructional planning framework featured in the new edition of Classroom Instruction That Works, outlining the most appropriate technology applications and resources for all nine categories of effective instructional strategies: * Setting objectives and providing feedback * Reinforcing effort and providing recognition * Cooperative learning * Cues, questions, and advance organizers * Nonlinguistic representations * Summarizing and note taking * Assigning homework and providing practice * Identifying similarities and differences * Generating and testing hypotheses Each strategy-focused chapter features examples—across grade levels and subject areas, and drawn from real-life lesson plans and projects—of teachers integrating relevant technology in the classroom in ways that are engaging and inspiring to students. The authors also recommend dozens of word processing applications, spreadsheet generators, educational games, data collection tools, and online resources that can help make lessons more fun, more challenging, and—most of all—more effective. |
cool math games clicker heroes: The Last Invention Tom Chivers, 2019-06-11 'The AI does not hate you, nor does it love you, but you are made of atoms which it can use for something else' This is a book about AI and AI risk. But it's also more importantly about a community of people who are trying to think rationally about intelligence, and the places that these thoughts are taking them, and what insight they can and can't give us about the future of the human race over the next few years. It explains why these people are worried, why they might be right, and why they might be wrong. It is a book about the cutting edge of our thinking on intelligence and rationality right now by the people who stay up all night worrying about it. Along the way, we discover why we probably don't need to worry about a future AI resurrecting a perfect copy of our minds and torturing us for not inventing it sooner, but we perhaps should be concerned about paperclips destroying life as we know it; how Mickey Mouse can teach us an important lesson about how to programme AI; and why Spock is not as logical as we think he is. |
cool math games clicker heroes: Rethinking Gamification Mathias Fuchs, Sonia Fizek, Paolo Ruffino, 2014 Gamification marks a major change to everyday life. It describes the permeation of economic, political, and social contexts by game-elements such as awards, rule structures, and interfaces that are inspired by video games. Sometimes the term is reduced to the implementation of points, badges, and leaderboards as incentives and motivations to be productive. Sometimes it is envisioned as a universal remedy to deeply transform society toward more humane and playful ends. Despite its use by corporations to manage brand communities and personnel, however, gamification is more than just a marketing buzzword. States are beginning to use it as a new tool for governing populations more effectively. It promises to fix what is wrong with reality by making every single one of us fitter, happier, and healthier. Indeed, it seems like all of society is up for being transformed into one massive game. The contributions in this book offer a candid assessment of the gamification hype. They trace back the historical roots of the phenomenon and explore novel design practices and methods. They critically discuss its social implications and even present artistic tactics for resistance. It is time to rethink gamification! |
cool math games clicker heroes: Mindhacker Ron Hale-Evans, Marty Hale-Evans, 2011-08-10 Compelling tips and tricks to improve your mental skills Don't you wish you were just a little smarter? Ron and Marty Hale-Evans can help with a vast array of witty, practical techniques that tune your brain to peak performance. Founded in current research, Mindhacker features 60 tips, tricks, and games to develop your mental potential. This accessible compilation helps improve memory, accelerate learning, manage time, spark creativity, hone math and logic skills, communicate better, think more clearly, and keep your mind strong and flexible. |
cool math games clicker heroes: The Craft of Prolog Richard O'Keefe, 2009-12-07 The emphasis in The Craft of Prolog is on using Prolog effectively. It presents a loose collection of topics that build on and elaborate concepts learned in a first course. Hacking your program is no substitute for understanding your problem. Prolog is different, but not that different. Elegance is not optional. These are the themes that unify Richard O'Keefe's very personal statement on how Prolog programs should be written. The emphasis in The Craft of Prolog is on using Prolog effectively. It presents a loose collection of topics that build on and elaborate concepts learned in a first course. These may be read in any order following the first chapter, Basic Topics in Prolog, which provides a basis for the rest of the material in the book. Richard A. O'Keefe is Lecturer in the Department of Computer Science at the Royal Melbourne Institute of Technology. He is also a consultant to Quintus Computer Systems, Inc.Contents: Basic Topics in Prolog. Searching. Where Does the Space Go? Methods of Programming. Data Structure Design. Sequences. Writing Interpreters. Some Notes on Grammar Rules. Prolog Macros. Writing Tokenisers in Prolog. All Solutions. |
cool math games clicker heroes: Your Post Has Been Removed Frederik Stjernfelt, Anne Mette Lauritzen, 2019-01-01 This open access monograph argues established democratic norms for freedom of expression should be implemented on the internet. Moderating policies of tech companies as Facebook, Twitter and Google have resulted in posts being removed on an industrial scale. While this moderation is often encouraged by governments - on the pretext that terrorism, bullying, pornography, hate speech and fake news will slowly disappear from the internet - it enables tech companies to censure our society. It is the social media companies who define what is blacklisted in their community standards. And given the dominance of social media in our information society, we run the risk of outsourcing the definition of our principles for discussion in the public domain to private companies. Instead of leaving it to social media companies only to take action, the authors argue democratic institutions should take an active role in moderating criminal content on the internet. To make this possible, tech companies should be analyzed whether they are approaching a monopoly. Antitrust legislation should be applied to bring those monopolies within democratic governmental oversight. Despite being in different stages in their lives, Anne Mette is in the startup phase of her research career, while Frederik is one of the most prolific philosophers in Denmark, the authors found each other in their concern about Free Speech on the internet. The book was originally published in Danish as Dit opslag er blevet fjernet - techgiganter & ytringsfrihed. Praise for 'Your Post has been Removed' From my perspective both as a politician and as private book collector, this is the most important non-fiction book of the 21st Century. It should be disseminated to all European citizens. The learnings of this book and the use we make of them today are crucial for every man, woman and child on earth. Now and in the future. Jens Rohde, member of the European Parliament for the Alliance of Liberals and Democrats for Europe This timely book compellingly presents an impressive array of information and analysis about the urgent threats the tech giants pose to the robust freedom of speech and access to information that are essential for individual liberty and democratic self-government. It constructively explores potential strategies for restoring individual control over information flows to and about us. Policymakers worldwide should take heed! Nadine Strossen, Professor, New York Law School. Author, HATE: Why We Should Resist It with Free Speech, Not Censorship. |
cool math games clicker heroes: Designing Games Tynan Sylvester, 2013-01-03 Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design |
cool math games clicker heroes: Living with Intensity Susan Daniels, Michael Marian Piechowski, 2009 This book describes the overexcitabilities often associated with gifted children and adults, as well as strategies for dealing with children and adults who experience them. It also provides essential information on Dabrowski's Theory of Positive Disintegration. Learn practical methods for nurturing sensitivity, intensity, perfectionism. |
cool math games clicker heroes: Slugfest Reed Tucker, 2017-10-05 Over the years, the companies have deployed an arsenal of schemes in an attempt to outmaneuver the competition, whether it be stealing ideas, poaching employees, planting spies, ripping off characters or launching price wars. Sometimes the feud has been vicious, at other times, more cordial. But it has never completely disappeared, and it simmers on a low boil to this day. This is the story of the greatest corporate rivalry never told. Other books have revealed elements of the Marvel-DC battle, but this will be the first one to put it all together into a single, juicy narrative. It will also serve as an alternate history of the superhero, told through the lens of these two publishers. |
cool math games clicker heroes: The Transformational Framework: A Process Tool for the Development of Transformational Games Sabrina Culyba, 2018-09-28 The Transformational Framework is designed to help you create games that change players. Centered around eight exploratory questions critical for every team working in this space, the Framework provides tips, best practices, and insights that help teams navigate the challenges of developing transformational games. The Transformational Framework is based on the work of Schell Games, an independent game studio that specializes in bridging entertainment and education to create games that are both engaging and enriching. |
cool math games clicker heroes: The Hidden Brain Shankar Vedantam, 2010-08-31 The hidden brain is the voice in our ear when we make the most important decisions in our lives—but we’re never aware of it. The hidden brain decides whom we fall in love with and whom we hate. It tells us to vote for the white candidate and convict the dark-skinned defendant, to hire the thin woman but pay her less than the man doing the same job. It can direct us to safety when disaster strikes and move us to extraordinary acts of altruism. But it can also be manipulated to turn an ordinary person into a suicide terrorist or a group of bystanders into a mob. In a series of compulsively readable narratives, Shankar Vedantam journeys through the latest discoveries in neuroscience, psychology, and behavioral science to uncover the darkest corner of our minds and its decisive impact on the choices we make as individuals and as a society. Filled with fascinating characters, dramatic storytelling, and cutting-edge science, this is an engrossing exploration of the secrets our brains keep from us—and how they are revealed. |
cool math games clicker heroes: Players Making Decisions Zack Hiwiller, 2015-12-09 Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it |
cool math games clicker heroes: Handbook of Research on Human Performance and Instructional Technology Song, Holim, Kidd, Terry T., 2009-10-31 This book addresses the connection between human performance and instructional technology with teaching and learning, offering innovative ideas for instructional technology applications and elearning--Provided by publisher. |
cool math games clicker heroes: Division Word Problems , 2006 |
cool math games clicker heroes: The Boy Most Likely To Huntley Fitzpatrick, 2016-09-06 The romantic companion to My Life Next Door—great for fans of Sarah Dessen and Jenny Han. With bonus Jase and Samantha content in the paperback! Tim Mason was The Boy Most Likely To find the liquor cabinet blindfolded, need a liver transplant, and drive his car into a house Alice Garrett was The Girl Most Likely To . . . well, not date her little brother’s baggage-burdened best friend, for starters. For Tim, it wouldn’t be smart to fall for Alice. For Alice, nothing could be scarier than falling for Tim. But Tim has never been known for making the smart choice, and Alice is starting to wonder if the “smart” choice is always the right one. When these two crash into each other, they crash hard. Told in Tim’s and Alice’s distinctive, disarming, entirely compelling voices, this novel is for readers of The Spectacular Now, Nick and Norah’s Infinite Playlist, and Paper Towns. |
cool math games clicker heroes: Word Searches For Dummies Denise Sutherland, 2009-05-11 A travel-friendly puzzle-packed book that keeps the brain in shape One of the best ways to exercise the mind is through word and logic games like word searches and Sudoku. Studies have shown that doing word searches frequently can help prevent diseases like Alzheimer's and dementia. Word Searches For Dummies is a great way to strengthen the mind and keep the brain active plus, it's just plain fun! This unique guide features several different types of word searches that take readers beyond simply circling the answer: secret shape word searches, story word searches, listless word searches, winding words, quiz word searches, and more. It provides a large number of puzzles at different levels that will both test and exercise the mind while keeping the reader entertained for hours. |
cool math games clicker heroes: The Dream Machine M. Mitchell Waldrop, 2018-09-25 The story of the man who instigated the work that led to the internet—and shifted our understanding of what computers could be. Behind every great revolution is a vision and behind perhaps the greatest revolution of our time, personal computing, is the vision of J.C.R. Licklider. He did not design the first personal computers or write the software that ran on them, nor was he involved in the legendary early companies that brought them to the forefront of our everyday experience. He was instead a relentless visionary that saw the potential of the way individuals could interact with computers and software. At a time when computers were a short step removed from mechanical data processors, Licklider was writing treatises on human-computer symbiosis, computers as communication devices, and a now not-so-unfamiliar Intergalactic Network. His ideas became so influential, his passion so contagious, that Waldrop called him computing's Johnny Appleseed. In a simultaneously compelling personal narrative and comprehensive historical exposition, Waldrop tells the story of the man who not only instigated the work that led to the internet, but also shifted our understanding of what computers were and could be. Included in this edition are also the original texts of Licklider's three most influential writings: 'Man-computer symbiosis' (1960), which outlines the vision that inspired the personal computer revolution of the 1970s; his 'Intergalactic Network' memo (1963), which outlines the vision that inspired the internet; and The computer as a communication device (1968, co-authored with Robert Taylor), which amplifies his vision for what the network could become. |
cool math games clicker heroes: Don't Be Evil Rana Foroohar, 2019-11-05 A penetrating indictment of how today’s largest tech companies are hijacking our data, our livelihoods, our social fabric, and our minds—from an acclaimed Financial Times columnist and CNN analyst WINNER OF THE PORCHLIGHT BUSINESS BOOK AWARD • NAMED ONE OF THE BEST BOOKS OF THE YEAR BY FOREIGN AFFAIRS AND EVENING STANDARD “Don’t be evil” was enshrined as Google’s original corporate mantra back in its early days, when the company’s cheerful logo still conveyed the utopian vision for a future in which technology would inevitably make the world better, safer, and more prosperous. Unfortunately, it’s been quite a while since Google, or the majority of the Big Tech companies, lived up to this founding philosophy. Today, the utopia they sought to create is looking more dystopian than ever: from digital surveillance and the loss of privacy to the spreading of misinformation and hate speech to predatory algorithms targeting the weak and vulnerable to products that have been engineered to manipulate our desires. How did we get here? How did these once-scrappy and idealistic enterprises become rapacious monopolies with the power to corrupt our elections, co-opt all our data, and control the largest single chunk of corporate wealth—while evading all semblance of regulation and taxes? In Don’t Be Evil, Financial Times global business columnist Rana Foroohar tells the story of how Big Tech lost its soul—and ate our lunch. Through her skilled reporting and unparalleled access—won through nearly thirty years covering business and technology—she shows the true extent to which behemoths like Google, Facebook, Apple, and Amazon are monetizing both our data and our attention, without us seeing a penny of those exorbitant profits. Finally, Foroohar lays out a plan for how we can resist, by creating a framework that fosters innovation while also protecting us from the dark side of digital technology. Praise for Don’t Be Evil “At first sight, Don’t Be Evil looks like it’s doing for Google what muckraking journalist Ida Tarbell did for Standard Oil over a century ago. But this whip-smart, highly readable book’s scope turns out to be much broader. Worried about the monopolistic tendencies of big tech? The addictive apps on your iPhone? The role Facebook played in Donald Trump’s election? Foroohar will leave you even more worried, but a lot better informed.”—Niall Ferguson, Milbank Family Senior Fellow at the Hoover Institution, Stanford, and author of The Square and the Tower |
cool math games clicker heroes: Talk Like TED Carmine Gallo, 2014-03-04 Ideas are the currency of the twenty-first century. In order to succeed, you need to be able to sell your ideas persuasively. This ability is the single greatest skill that will help you accomplish your dreams. Many people have a fear of public speaking or are insecure about their ability to give a successful presentation. Now public speaking coach and bestselling author Carmine Gallo explores what makes a great presentation by examining the widely acclaimed TED Talks, which have redefined the elements of a successful presentation and become the gold standard for public speaking. TED ? which stands for technology, entertainment, and design ? brings together the world's leading thinkers. These are the presentations that set the world on fire, and the techniques that top TED speakers use will make any presentation more dynamic, fire up any team, and give anyone the confidence to overcome their fear of public speaking. In his book, Carmine Gallo has broken down hundreds of TED talks and interviewed the most popular TED presenters, as well as the top researchers in the fields of psychology, communications, and neuroscience to reveal the nine secrets of all successful TED presentations. Gallo's step-by-step method makes it possible for anyone to deliver a presentation that is engaging, persuasive, and memorable. Carmine Gallo's top 10 Wall Street Journal Bestseller Talk Like TED will give anyone who is insecure about their public speaking abilities the tools to communicate the ideas that matter most to them, the skill to win over hearts and minds, and the confidence to deliver the talk of their lives. The opinions expressed by Carmine Gallo in TALK LIKE TED are his own. His book is not endorsed, sponsored or authorized by TED Conferences, LLC or its affiliates. |
cool math games clicker heroes: The Dot Peter H. Reynolds, 2022-05-31 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. |
cool math games clicker heroes: The Darkening Dream Andy Gavin, 2011-12-23 An ominous vision and the discovery of a gruesome corpse lead Sarah Engelmann into a terrifying encounter with the supernatural in 1913 Salem, Massachusetts. With help from Alex, an attractive Greek immigrant, Sarah sets out to track the evil to its source, never guessing that she will take on a conspiracy involving not only a 900-year vampire, but also a demon-loving Puritan warlock, disgruntled Egyptian gods, and an immortal sorcerer, all on a quest to recover the holy trumpet of the Archangel Gabriel. Relying on the wisdom of an elderly vampire hunter, Sarah's rabbi father, and her own disturbing visions, Sarah must fight a millennia-old battle between unspeakable forces, where the ultimate prize might be herself. |
cool math games clicker heroes: The Art of Doing Science and Engineering Richard W. Hamming , 2020-05-26 A groundbreaking treatise by one of the great mathematicians of our time, who argues that highly effective thinking can be learned. What spurs on and inspires a great idea? Can we train ourselves to think in a way that will enable world-changing understandings and insights to emerge? Richard Hamming said we can, and first inspired a generation of engineers, scientists, and researchers in 1986 with You and Your Research, an electrifying sermon on why some scientists do great work, why most don't, why he did, and why you should, too. The Art of Doing Science and Engineering is the full expression of what You and Your Research outlined. It's a book about thinking; more specifically, a style of thinking by which great ideas are conceived. The book is filled with stories of great people performing mighty deeds––but they are not meant to simply be admired. Instead, they are to be aspired to, learned from, and surpassed. Hamming consistently returns to Shannon’s information theory, Einstein’s relativity, Grace Hopper’s work on high-level programming, Kaiser’s work on digital fillers, and his own error-correcting codes. He also recounts a number of his spectacular failures as clear examples of what to avoid. Originally published in 1996 and adapted from a course that Hamming taught at the U.S. Naval Postgraduate School, this edition includes an all-new foreword by designer, engineer, and founder of Dynamicland Bret Victor, and more than 70 redrawn graphs and charts. The Art of Doing Science and Engineering is a reminder that a childlike capacity for learning and creativity are accessible to everyone. Hamming was as much a teacher as a scientist, and having spent a lifetime forming and confirming a theory of great people, he prepares the next generation for even greater greatness. |
cool math games clicker heroes: New Media in the White Cube and Beyond Christiane Paul, 2008 New Media in the White Cube and Beyond perceptively addresses the challenges inherent in the digital arts. The book will be a great asset to the study and practice of presenting media art for many years to come.--Barbara London, curator, Museum of Modern Art, New York Provocative and original, New Media in the White Cube and Beyond represents an important contribution to the fields of new media, museum studies, and contemporary art.--Alexander Alberro, author of Conceptual Art and the Politics of Publicity |
cool math games clicker heroes: Free Culture Lawrence Lessig, 2015-10-04 How big media uses technology and the law to lock down culture and control creativity. Free Culture is an entertaining and important look at the past and future of the cold war between the media industry and new technologies. - Marc Andreessen, cofounder of Netscape. Free Culture goes beyond illuminating the catastrophe to our culture of increasing regulation to show examples of how we can make a different future. These new-style heroes and examples are rooted in the traditions of the founding fathers in ways that seem obvious after reading this book. Recommended reading to those trying to unravel the shrill hype around 'intellectual property.' - Brewster Kahle, founder of the Internet Archive. The web site for the book is http: //free-culture.cc/. |
cool math games clicker heroes: Where Is My Flying Car? J. Storrs Hall, 2021-11-30 From an engineer and futurist, an impassioned account of technological stagnation since the 1970s and an imaginative blueprint for a richer, more abundant future The science fiction of the 1960s promised us a future remade by technological innovation: we’d vacation in geodesic domes on Mars, have meaningful conversations with computers, and drop our children off at school in flying cars. Fast-forward 60 years, and we’re still stuck in traffic in gas-guzzling sedans and boarding the same types of planes we flew in over half a century ago. What happened to the future we were promised? In Where Is My Flying Car?, J. Storrs Hall sets out to answer this deceptively simple question. What starts as an examination of the technical limitations of building flying cars evolves into an investigation of the scientific, technological, and social roots of the economic stagnation that started in the 1970s. From the failure to adopt nuclear energy and the suppression of cold fusion technology to the rise of a counterculture hostile to progress, Hall recounts how our collective ambitions for the future were derailed, with devastating consequences for global wealth creation and distribution. Hall then outlines a framework for a future powered by exponential progress—one in which we build as much in the world of atoms as we do in the world of bits, one rich in abundance and wonder. Drawing on years of original research and personal engineering experience, Where Is My Flying Car?, originally published in 2018, is an urgent, timely analysis of technological progress over the last 50 years and a bold vision for a better future. |
cool math games clicker heroes: Guinness World Records 2022 , 2022 |
cool math games clicker heroes: Vintage Games 2.0 Matt Barton, 2019-05-08 Super Mario Bros. Doom. Minecraft. It’s hard to imagine what life would be like today without video games, a creative industry that now towers over Hollywood in terms of both financial and cultural impact. The video game industry caters to everyone, with games in every genre for every conceivable electronic device--from dedicated PC gaming rigs and consoles to handhelds, mobile phones, and tablets. Successful games are produced by mega-corporations, independent studios, and even lone developers working with nothing but free tools. Some may still believe that video games are mere diversions for children, but today’s games offer sophisticated and wondrously immersive experiences that no other media can hope to match. Vintage Games 2.0 tells the story of the ultimate storytelling medium, from early examples such as Spacewar! and Pong to the mind blowing console and PC titles of today. Written in a smart and engaging style, this updated 2nd edition is far more than just a survey of the classics. Informed by hundreds of in-depth personal interviews with designers, publishers, marketers, and artists--not to mention the author’s own lifelong experience as a gamer--Vintage Games 2.0 uncovers the remarkable feats of intellectual genius, but also the inspiring personal struggles of the world’s most brilliant and celebrated game designers--figures like Shigeru Miyamoto, Will Wright, and Roberta Williams. Ideal for both beginners and professionals, Vintage Games 2.0 offers an entertaining and inspiring account of video game’s history and meteoric rise from niche market to global phenomenon. Credit for the cover belongs to Thor Thorvaldson. |
cool math games clicker heroes: An Elegant Puzzle Will Larson, 2019-05-20 A human-centric guide to solving complex problems in engineering management, from sizing teams to handling technical debt. There’s a saying that people don’t leave companies, they leave managers. Management is a key part of any organization, yet the discipline is often self-taught and unstructured. Getting to the good solutions for complex management challenges can make the difference between fulfillment and frustration for teams—and, ultimately, between the success and failure of companies. Will Larson’s An Elegant Puzzle focuses on the particular challenges of engineering management—from sizing teams to handling technical debt to performing succession planning—and provides a path to the good solutions. Drawing from his experience at Digg, Uber, and Stripe, Larson has developed a thoughtful approach to engineering management for leaders of all levels at companies of all sizes. An Elegant Puzzle balances structured principles and human-centric thinking to help any leader create more effective and rewarding organizations for engineers to thrive in. |
cool math games clicker heroes: Springer Handbook of Robotics Bruno Siciliano, Oussama Khatib, 2016-07-27 The second edition of this handbook provides a state-of-the-art overview on the various aspects in the rapidly developing field of robotics. Reaching for the human frontier, robotics is vigorously engaged in the growing challenges of new emerging domains. Interacting, exploring, and working with humans, the new generation of robots will increasingly touch people and their lives. The credible prospect of practical robots among humans is the result of the scientific endeavour of a half a century of robotic developments that established robotics as a modern scientific discipline. The ongoing vibrant expansion and strong growth of the field during the last decade has fueled this second edition of the Springer Handbook of Robotics. The first edition of the handbook soon became a landmark in robotics publishing and won the American Association of Publishers PROSE Award for Excellence in Physical Sciences & Mathematics as well as the organization’s Award for Engineering & Technology. The second edition of the handbook, edited by two internationally renowned scientists with the support of an outstanding team of seven part editors and more than 200 authors, continues to be an authoritative reference for robotics researchers, newcomers to the field, and scholars from related disciplines. The contents have been restructured to achieve four main objectives: the enlargement of foundational topics for robotics, the enlightenment of design of various types of robotic systems, the extension of the treatment on robots moving in the environment, and the enrichment of advanced robotics applications. Further to an extensive update, fifteen new chapters have been introduced on emerging topics, and a new generation of authors have joined the handbook’s team. A novel addition to the second edition is a comprehensive collection of multimedia references to more than 700 videos, which bring valuable insight into the contents. The videos can be viewed directly augmented into the text with a smartphone or tablet using a unique and specially designed app. Springer Handbook of Robotics Multimedia Extension Portal: http://handbookofrobotics.org/ |
cool math games clicker heroes: High Growth Handbook Elad Gil, 2018-07-17 High Growth Handbook is the playbook for growing your startup into a global brand. Global technology executive, serial entrepreneur, and angel investor Elad Gil has worked with high-growth tech companies including Airbnb, Twitter, Google, Stripe, and Square as they’ve grown from small companies into global enterprises. Across all of these breakout companies, Gil has identified a set of common patterns and created an accessible playbook for scaling high-growth startups, which he has now codified in High Growth Handbook. In this definitive guide, Gil covers key topics, including: · The role of the CEO · Managing a board · Recruiting and overseeing an executive team · Mergers and acquisitions · Initial public offerings · Late-stage funding. Informed by interviews with some of the biggest names in Silicon Valley, including Reid Hoffman (LinkedIn), Marc Andreessen (Andreessen Horowitz), and Aaron Levie (Box), High Growth Handbook presents crystal-clear guidance for navigating the most complex challenges that confront leaders and operators in high-growth startups. |
cool math games clicker heroes: The Real World Kerry Ferris, Jill Stein, 2018 In every chapter, Ferris and Stein use examples from everyday life and pop culture to draw students into thinking sociologically and to show the relevance of sociology to their relationships, jobs, and future goals. Data Workshops in every chapter give students a chance to apply theoretical concepts to their personal lives and actually do sociology. |
cool math games clicker heroes: Untimed Andy Gavin, 2013-01-01 Charlie's the kind of boy that no one notices. Hell, his own mother can't remember his name. So when a mysterious clockwork man tries to kill him in modern day Philadelphia, and they tumble through a hole into 1725 London, Charlie realizes even the laws of time don't take him seriously. Still, this isn't all bad. Who needs school when you can learn about history first hand, like from Ben Franklin himself. And there's this girl... Yvaine... another time traveler. All good. Except for the rules: boys only travel into the past and girls only into the future. And the baggage: Yvaine's got a baby boy and more than her share of ex-boyfriends. Still, even if they screw up history - like accidentally let the founding father be killed - they can just time travel and fix it, right? But the future they return to is nothing like Charlie remembers. To set things right, he and his scrappy new girlfriend will have to race across the centuries, battling murderous machines from the future, jealous lovers, reluctant parents, and time itself. |
cool math games clicker heroes: The Revolt of The Public and the Crisis of Authority in the New Millennium Martin Gurri , 2018-12-04 How insurgencies—enabled by digital devices and a vast information sphere—have mobilized millions of ordinary people around the world. In the words of economist and scholar Arnold Kling, Martin Gurri saw it coming. Technology has categorically reversed the information balance of power between the public and the elites who manage the great hierarchical institutions of the industrial age: government, political parties, the media. The Revolt of the Public tells the story of how insurgencies, enabled by digital devices and a vast information sphere, have mobilized millions of ordinary people around the world. Originally published in 2014, The Revolt of the Public is now available in an updated edition, which includes an extensive analysis of Donald Trump’s improbable rise to the presidency and the electoral triumphs of Brexit. The book concludes with a speculative look forward, pondering whether the current elite class can bring about a reformation of the democratic process and whether new organizing principles, adapted to a digital world, can arise out of the present political turbulence. |
cool math games clicker heroes: The Making of Prince of Persia Jordan Mechner, 2020-03-26 The creator of one of the most innovative and best-selling video games of all time gives an unvarnished look into the process in this one-of-a-kind compilation. Before Prince of Persia was a best-selling video game franchise and a Disney movie, it was an Apple II computer game created and programmed by one person, Jordan Mechner. Mechner's candid and revealing journals from the time capture the journey from his parents’ basement to the forefront of the fast-growing 1980s video game industry... and the creative, technical, and personal struggles that brought the prince into being and ultimately into the homes of millions of people worldwide. Now, on the 30th anniversary of Prince of Persia’s release, Mechner looks back at the journals he kept from 1985 to 1993, offering new insights into the game that established him as a pioneer of cinematic storytelling in the industry. This beautifully illustrated and annotated collector’s edition includes: 300 pages of Jordan’s original journals, Present-day margin notations by Jordan adding explanation, context, and affectionate cartoons of real-life characters, Archival visuals illustrating the stages of the game’s creation, Work-in-progress sketches, rotoscoped animation, screen shots, interface design, memos, and more, A full-color 32-page Legacy section in which Jordan and fans share Prince of Persia memories from the past 30 years, including the Ubisoft games and Disney movie. The Making of Prince of Persia is both a tribute to a timeless classic, and an indelible look at the creative process that will resonate with retro-gaming fans, game developers, and writers, artists, and creators of all stripes. |
cool math games clicker heroes: Getting Gamers Jamie Madigan, 2016 A psychologist and life-long fan of video games helps you understand what psychology has to say about why video games and mobile game apps are designed the way they are, why players behave as they do, and the psychological tricks used to market and sell them. |
cool math games clicker heroes: Shame-Proof Parenting Mercedes Samudio, 2017-04-18 How do you know if you're doing this parenting thing right? In this book, you will learn how to communicate with your child, in a way you both feel understood and manage behaviors so that both of you feel respected. Create your Unique Parenting Manual so that you and your child can grow together. |
cool math games clicker heroes: The Presentation Secrets of Steve Jobs: How to Be Insanely Great in Front of Any Audience Carmine Gallo, 2010 Helps you to give effective, dynamic, and memorable presentations. |
cool math games clicker heroes: Guinness World Records 2016 Gamer's Edition Guinness World Records, 2015-09-10 This is the ultimate category-killer in videogames annuals. Bursting with mindblowing records and tantalizing trivia, it's a must-have for any gaming fan. Whether you're an app aficionado, an MMO master or a die-hard retro gamer, you'll find show-stopping records, top 10 roundups, quick-fire facts and stats, and hundreds of amazing new images from all your favourite games. Find out for yourself why it's a bestseller! |
cool math games clicker heroes: Whispering in the Wind Carmen Bostic St. Clair, John Grinder, 2001 |
cool math games clicker heroes: 100 Task Cards: Text Evidence Scholastic Teaching Resources, Scholastic, 2017 Give students the tools they need to meet--and exceed--the new language-arts standards in just ten minutes a day! Each book in this series contains 100 reproducible cards stocked with high-interest mini-passages and key questions to quickly hone comprehension skills. Focus topics include main idea and details, making inferences, summarizing, predicting, citing text evidence, author's purpose, and much more. Perfect for whole-class, group, or independent learning. |
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