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cool math games hero clickers: Language, Literacy, and Technology Richard Kern, 2015-05-28 Language, Literacy, and Technology explores how technology matters to language and the ways we use it. |
cool math games hero clickers: 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 hero clickers: A Guide to Designing Curricular Games Janna Jackson Kellinger, 2018-07-06 This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice. |
cool math games hero clickers: Stardust Dads Josephine C. George, David R. George, 2008-10-17 The e-mail Danny and Allison read on their new computer in 1996 looks no different from the millions of others received by Web users around the world, with one glaring exception--it was sent by their dads who died during the 1970s. While residing in the afterworld at an amenity-laden paradise called Midway Manor, guitar-strumming Mickey Parks and piano-playing Lloyd Wallace monitor and manipulate the lives of their adult children on earth from the mid-'70s through the 1990s. Tampering with the facility's sophisticated computer, the dads thrust Mickey's daughter Allison and Lloyd's son Danny into a passionate but sometimes stormy relationship-a relationship steeped in Danny's heavy drinking and entangled in the often-zany world of men's adventure magazine publishing. After carefully implementing a plan to send their son and daughter a gift of knowledge that could enrich their lives forever, the dads' brief contact is cut short. They are banished to another destination in the afterworld, but not before they impart indisputable proof of life after death--and unwittingly put Danny's and Allison's earthbound lives on the line. |
cool math games hero clickers: Gamification in Education and Business Torsten Reiners, Lincoln C. Wood, 2014-11-22 This book is dedicated to applied gamification in the areas of education and business, while also covering pitfalls to avoid and guidelines needed to successfully implement for a project. Using different theoretical backgrounds from various areas including behavioral economics, game theory, and complex adaptive systems, the contributors aim to help readers avoid common problems and difficulties that they could face with poor implementation. The book’s contributors are scholars and academics from the many areas where the key theory of gamification typically comes from. Ultimately, the book’s goal is to help bring together the theories from these different disciplines to the field of practice in education and business. The book is divided into four parts: Theory, Education, Business, and Use Cases. Part I provides a foundation on the theory of gamification and offers insight into some of the outstanding questions that have yet to be addressed. In Part II, the application and value that gamification can bring within the education sector is examined. The book then changes focus in Part III to spotlight the use of gamification within business environments. The topics also cover educational aspects like improved learning outcomes, motivation, and learning retention at the workplace. Finally Part IV concentrates on the applications and use of gamification through a series of case studies and key elements that are used in real situations to drive real results. |
cool math games hero clickers: Cloud Atlas (20th Anniversary Edition) David Mitchell, 2010-07-16 #1 INTERNATIONAL BESTSELLER • A timeless, structure-bending classic that explores how actions of individual lives impact the past, present and future—from a postmodern visionary and one of the leading voices in fiction Featuring a new afterword by David Mitchell and a new introduction by Gabrielle Zevin, author of Tomorrow, and Tomorrow, and Tomorrow One of the New York Times’s 100 Best Books of the 21st Century • Shortlisted for the International Booker Prize Cloud Atlas begins in 1850 with Adam Ewing, an American notary voyaging from the Chatham Isles to his home in California. Ewing is befriended by a physician, Dr. Goose, who begins to treat him for a rare species of brain parasite. The novel careens, with dazzling virtuosity, to Belgium in 1931, to the West Coast in the 1970s, to an inglorious present-day England, to a Korean superstate of the near future where neocapitalism has run amok, and, finally, to a postapocalyptic Iron Age Hawaii in the last days of history. But the story doesn’t end even there. The novel boomerangs back through centuries and space, returning by the same route, in reverse, to its starting point. Along the way, David Mitchell reveals how his disparate characters connect, how their fates intertwine, and how their souls drift across time like clouds across the sky. As wild as a video game, as mysterious as a Zen koan, Cloud Atlas is an unforgettable tour de force that, like its incomparable author, has transcended its cult classic status to become a worldwide phenomenon. |
cool math games hero clickers: Culture Across the Curriculum Kenneth Dwight Keith, Kenneth D. Keith, 2018-04-12 Provides background content and teaching ideas to support the integration of culture in a wide range of psychology courses. |
cool math games hero clickers: You Are a Brand! Catherine Kaputa, 2012-09-16 Learn insider secrets for career success from THE personal branding strategist. Celebrity entertainers, star athletes, and corporate icons didn't accidentally wind up at the top-they branded their way there. Now you, too, can leverage the power of a personal brand, harness your potential and take charge of your career. Using strategies from the playbook of the Mad Men of Madison Avenue, advertising guru Catherine Kaputa serves as your personal branding coach in You Are A Brand! 2nd Edition: In Person and Online, How Smart People Brand Themselves for Business Success. Kaputa has expanded her 2007 award-winning classic to include new chapters on crafting your own elevator speech and leveraging the power of social media. This updated edition explores strategies and tactics to tap into the power of words, learn the principles of visual identity, think in terms of markets, and execute a self-brand action plan that is unique and memorable. Combining today's hottest business concepts with the realities of the modern workplace, You Are a Brand! 2nd Edition highlights the self-branding odysseys of savvy professionals and budding entrepreneurs-Catherine Kaputa will coach you to take charge of your career through the one-of-a-kind brand that is YOU. |
cool math games hero clickers: Buyology Martin Lindstrom, 2010-02-02 NEW YORK TIMES BESTSELLER • “A fascinating look at how consumers perceive logos, ads, commercials, brands, and products.”—Time How much do we know about why we buy? What truly influences our decisions in today’s message-cluttered world? In Buyology, Martin Lindstrom presents the astonishing findings from his groundbreaking three-year, seven-million-dollar neuromarketing study—a cutting-edge experiment that peered inside the brains of 2,000 volunteers from all around the world as they encountered various ads, logos, commercials, brands, and products. His startling results shatter much of what we have long believed about what captures our interest—and drives us to buy. Among the questions he explores: • Does sex actually sell? • Does subliminal advertising still surround us? • Can “cool” brands trigger our mating instincts? • Can our other senses—smell, touch, and sound—be aroused when we see a product? Buyology is a fascinating and shocking journey into the mind of today's consumer that will captivate anyone who's been seduced—or turned off—by marketers' relentless attempts to win our loyalty, our money, and our minds. |
cool math games hero clickers: Game Engine Architecture Jason Gregory, 2017-03-27 Hailed as a must-have textbook (CHOICE, January 2010), the first edition of Game Engine Architecture provided readers with a complete guide to the theory and practice of game engine software development. Updating the content to match today’s landscape of game engine architecture, this second edition continues to thoroughly cover the major components that make up a typical commercial game engine. New to the Second Edition Information on new topics, including the latest variant of the C++ programming language, C++11, and the architecture of the eighth generation of gaming consoles, the Xbox One and PlayStation 4 New chapter on audio technology covering the fundamentals of the physics, mathematics, and technology that go into creating an AAA game audio engine Updated sections on multicore programming, pipelined CPU architecture and optimization, localization, pseudovectors and Grassman algebra, dual quaternions, SIMD vector math, memory alignment, and anti-aliasing Insight into the making of Naughty Dog’s latest hit, The Last of Us The book presents the theory underlying various subsystems that comprise a commercial game engine as well as the data structures, algorithms, and software interfaces that are typically used to implement them. It primarily focuses on the engine itself, including a host of low-level foundation systems, the rendering engine, the collision system, the physics simulation, character animation, and audio. An in-depth discussion on the gameplay foundation layer delves into the game’s object model, world editor, event system, and scripting system. The text also touches on some aspects of gameplay programming, including player mechanics, cameras, and AI. An awareness-building tool and a jumping-off point for further learning, Game Engine Architecture, Second Edition gives readers a solid understanding of both the theory and common practices employed within each of the engineering disciplines covered. The book will help readers on their journey through this fascinating and multifaceted field. |
cool math games hero clickers: The Knowledge Gap Natalie Wexler, 2020-08-04 The untold story of the root cause of America's education crisis--and the seemingly endless cycle of multigenerational poverty. It was only after years within the education reform movement that Natalie Wexler stumbled across a hidden explanation for our country's frustrating lack of progress when it comes to providing every child with a quality education. The problem wasn't one of the usual scapegoats: lazy teachers, shoddy facilities, lack of accountability. It was something no one was talking about: the elementary school curriculum's intense focus on decontextualized reading comprehension skills at the expense of actual knowledge. In the tradition of Dale Russakoff's The Prize and Dana Goldstein's The Teacher Wars, Wexler brings together history, research, and compelling characters to pull back the curtain on this fundamental flaw in our education system--one that fellow reformers, journalists, and policymakers have long overlooked, and of which the general public, including many parents, remains unaware. But The Knowledge Gap isn't just a story of what schools have gotten so wrong--it also follows innovative educators who are in the process of shedding their deeply ingrained habits, and describes the rewards that have come along: students who are not only excited to learn but are also acquiring the knowledge and vocabulary that will enable them to succeed. If we truly want to fix our education system and unlock the potential of our neediest children, we have no choice but to pay attention. |
cool math games hero clickers: Insanely Great Steven Levy, 2000-06-01 The creation of the Mac in 1984 catapulted America into the digital millennium, captured a fanatic cult audience, and transformed the computer industry into an unprecedented mix of technology, economics, and show business. Now veteran technology writer and Newsweek senior editor Steven Levy zooms in on the great machine and the fortunes of the unique company responsible for its evolution. Loaded with anecdote and insight, and peppered with sharp commentary, Insanely Great is the definitive book on the most important computer ever made. It is a must-have for anyone curious about how we got to the interactive age. |
cool math games hero clickers: Vygotsky's Educational Theory in Cultural Context Alex Kozulin, Boris Gindis, Vladimir S. Ageyev, Suzanne M. Miller, 2003-09-15 This 2003 book comprehensively covers all major topics of Vygotskian educational theory and its classroom applications. Particular attention is paid to the Vygotskian idea of child development as a consequence rather than premise of learning experiences. Such a reversal allows for new interpretations of the relationships between cognitive development and education at different junctions of the human life span. It also opens new perspectives on atypical development, learning disabilities, and assessment of children's learning potential. Classroom applications of Vygotskian theory are discussed in the book. Teacher training and the changing role of a teacher in a sociocultural classroom is discussed in addition to the issues of teaching and learning activities and peer interactions. Relevant research findings from the US, Western Europe, and Russia are brought together to clarify the possible new applications of Vygotskian ideas in different disciplinary areas. |
cool math games hero clickers: Fun with Spot Eric Hill, 2005-06 With more than 75 reusable stickers, young fans can join Spot and his friends as they play in the garden, build sand castles at the beach, and go camping in the woods. Full color. Consumable. |
cool math games hero clickers: 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 hero clickers: Captivate Vanessa Van Edwards, 2017-04-25 Do you feel awkward at networking events? Do you wonder what your date really thinks of you? Do you wish you could decode people? You need to learn the science of people. As a human behavior hacker, Vanessa Van Edwards created a research lab to study the hidden forces that drive us. And she’s cracked the code. In Captivate, she shares shortcuts, systems, and secrets for taking charge of your interactions at work, at home, and in any social situation. These aren’t the people skills you learned in school. This is the first comprehensive, science backed, real life manual on how to captivate anyone—and a completely new approach to building connections. Just like knowing the formulas to use in a chemistry lab, or the right programming language to build an app, Captivate provides simple ways to solve people problems. You’ll learn, for example… · How to work a room: Every party, networking event, and social situation has a predictable map. Discover the sweet spot for making the most connections. · How to read faces: It’s easier than you think to speed-read facial expressions and use them to predict people’s emotions. · How to talk to anyone: Every conversation can be memorable—once you learn how certain words generate the pleasure hormone dopamine in listeners. When you understand the laws of human behavior, your influence, impact, and income will increase significantly. What’s more, you will improve your interpersonal intelligence, make a killer first impression, and build rapport quickly and authentically in any situation—negotiations, interviews, parties, and pitches. You’ll never interact the same way again. |
cool math games hero clickers: The Gamification of Learning and Instruction Fieldbook Karl M. Kapp, 2013-11-11 Following Karl Kapp's earlier book The Gamification of Learning and Instruction, this Fieldbook provides a step-by-step approach to implementing the concepts from the Gamification book with examples, tips, tricks, and worksheets to help a learning professional or faculty member put the ideas into practice. The Online Workbook, designed largely for students using the original book as a textbook, includes quizzes, worksheets and fill-in-the-blank areas that will help a student to better understand the ideas, concepts and elements of incorporating gamification into learning. |
cool math games hero clickers: Game Coding Complete Mike McShaffry, 2005 Game Coding Complete, Second Edition is the essential hands-on guide to developing commercial quality games written by master game programmer, Mike McSahffry. This must-have second edition has been expanded from the bestselling first edition to include the absolute latest in exciting new techniques in game interface design programming, game audio programming, game scripting, 3D programming, network game programming and gam engine technology. All of the code in the book has been completely updated to work with all of the latest compiler technology. |
cool math games hero clickers: Teaching in a Digital Age A. W Bates, 2015 |
cool math games hero clickers: 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 hero clickers: Camera Man Dana Stevens, 2023-02-28 They were calling it the Twentieth Century -- She is a little animal, surely -- He's my son, and I'll break his neck any way I want to -- The locomotive of juveniles -- A little hell-raising Huck Finn -- The boy who couldn't be damaged -- Make me laugh, Keaton -- Speed mania in the kingdom of shadows -- Pancakes at Childs -- Comique -- Roscoe -- Brooms -- Mabel at the wheel -- Famous players in famous plays -- Home, made -- Rice, shoes, and real estate -- The shadow stage -- Battle-scarred risibilities -- One for you, one for me -- The darkie shuffle -- The collapsing façade -- Grief slipped in -- The road through the mountain -- Not a drinker, a drunk -- Old times -- The coming thing in entertainment -- Coda: Eleanor. |
cool math games hero clickers: The Multiplayer Classroom Lee Sheldon, 2020-03-09 Go beyond gamification’s badges and leaderboards with the new edition of the book, first published in 2011, that helped transform education. Going far beyond the first edition of The Multiplayer Classroom, forthrightly examining what worked and what didn’t over years of development, here are the tools to design any structured learning experience as a game to engage your students, raise their grades, and ensure their attendance. Suitable for use in the classroom or the boardroom, this book features a reader-friendly style that introduces game concepts and vocabulary in a logical way. Also included are case studies, both past and present, from others teaching in their own multiplayer classrooms around the world. You don't need any experience making games or even playing games to use this book. You don’t even need a computer. Yet, you will join many hundreds of educators who have learned how to create multiplayer games for any age on any subject. Lee Sheldon began his writing career in television as a writer-producer, eventually writing more than 200 shows ranging from Charlie’s Angels (writer) to Edge of Night (head writer) to Star Trek: The Next Generation (writer-producer). Having written and designed more than 40 commercial and applied video games, Lee spearheaded the first full writing for games concentration in North America at Rensselaer Polytechnic Institute and the second writing concentration at Worcester Polytechnic Institute, where he is now a professor of practice. Lee is a regular lecturer and consultant on game design and writing in the United States and abroad. His most recent commercial game, the award-winning The Lion’s Song, is currently on Steam. |
cool math games hero clickers: Lucifer's Hammer Larry Niven, Jerry Pournelle, 1985-05-12 “The first satisfying end-of-the-world novel in years . . . an ultimate one . . . massively entertaining.”—Cleveland Plain-Dealer The gigantic comet had slammed into Earth, forging earthquakes a thousand times too powerful to measure on the Richter scale, tidal waves thousands of feet high. Cities were turned into oceans; oceans turned into steam. It was the beginning of a new Ice Age and the end of civilization. But for the terrified men and women chance had saved, it was also the dawn of a new struggle for survival—a struggle more dangerous and challenging than any they had ever known. . . . “Take your earthquakes, waterlogged condominiums, swarms of bugs, colliding airplanes and flaming what-nots, wrap them up and they wouldn’t match one page of Lucifer’s Hammer for sweaty-palmed suspense.”—Chicago Daily News |
cool math games hero clickers: Contemporary Technologies in Education Olusola O. Adesope, A.G. Rud, 2018-11-08 This edited volume provides a critical discussion of theoretical, methodological, and practical developments of contemporary forms of educational technologies. Specifically, the book discusses the use of contemporary technologies such as the Flipped Classroom (FC), Massive Open Online Course (MOOC), Social Media, Serious Educational Games (SEG), Wikis, innovative learning software tools, and learning analytic approach for making sense of big data. While some of these contemporary educational technologies have been touted as panaceas, researchers and developers have been faced with enormous challenges in enhancing the use of these technologies to arouse student attention and improve persistent motivation, engagement, and learning. Hence, the book examines how contemporary technologies can engender student motivation and result in improved engagement and learning. Each chapter also discusses the road ahead and where appropriate, uses the current trend to predict future affordances of technologies. |
cool math games hero clickers: Unlike us Reader : social media monopolies and their alternative Geert Lovink, 2013 The Unlike Us Reader offers a critical examination of social media, bringing together theoretical essays, personal discussions, and artistic manifestos. How can we understand the social media we use every day, or consciously choose not to use? We know very well that monopolies control social media, but what are the alternatives? While Facebook continues to increase its user population and combines loose privacy restrictions with control over data, many researchers, programmers, and activists turn towards designing a decentralized future. Through understanding the big networks from within, be it by philosophy or art, new perspectives emerge. Unlike Us is a research network of artists, designers, scholars, activists, and programmers, with the aim to combine a critique of the dominant social media platforms with work on 'alternatives in social media', through workshops, conferences, online dialogues, and publications. Everyone is invited to be a part of the public discussion on how we want to shape the network architectures and the future of social networks we are using so intensely. |
cool math games hero clickers: Jquery in Action Bear Bibeault, Yehuda Katz, 2017-07-16 jQuery was written to express, in short-order, the concepts essential to intermediate and advanced jQuery development. Its purpose is to instill in you, the reader, practices that jQuery developers take as common knowledge. Each chapter contains concepts essential to becoming a seasoned jQuery developer.This book is intended for two types of readers. The first is someone who has read introductory material on jQuery and is looking for the next logical step. The second type of reader is a JavaScript developer, already versed in another library, now trying to quickly learn jQuery. I crafted this book to be used as my own personal reference point for jQuery concepts. This is exactly the type of book I wish every JavaScript library had available. This updated and expanded second edition of Book provides a user-friendly introduction to the subject, Taking a clear structural framework, it guides the reader through the subject's core elements. A flowing writing style combines with the use of illustrations and diagrams throughout the text to ensure the reader understands even the most complex of concepts. This succinct and enlightening overview is a required reading for all those interested in the subject . We hope you find this book useful in shaping your future career & Business. |
cool math games hero clickers: Predictive Analytics Eric Siegel, 2016-01-12 Mesmerizing & fascinating... —The Seattle Post-Intelligencer The Freakonomics of big data. —Stein Kretsinger, founding executive of Advertising.com Award-winning | Used by over 30 universities | Translated into 9 languages An introduction for everyone. In this rich, fascinating — surprisingly accessible — introduction, leading expert Eric Siegel reveals how predictive analytics (aka machine learning) works, and how it affects everyone every day. Rather than a “how to” for hands-on techies, the book serves lay readers and experts alike by covering new case studies and the latest state-of-the-art techniques. Prediction is booming. It reinvents industries and runs the world. Companies, governments, law enforcement, hospitals, and universities are seizing upon the power. These institutions predict whether you're going to click, buy, lie, or die. Why? For good reason: predicting human behavior combats risk, boosts sales, fortifies healthcare, streamlines manufacturing, conquers spam, optimizes social networks, toughens crime fighting, and wins elections. How? Prediction is powered by the world's most potent, flourishing unnatural resource: data. Accumulated in large part as the by-product of routine tasks, data is the unsalted, flavorless residue deposited en masse as organizations churn away. Surprise! This heap of refuse is a gold mine. Big data embodies an extraordinary wealth of experience from which to learn. Predictive analytics (aka machine learning) unleashes the power of data. With this technology, the computer literally learns from data how to predict the future behavior of individuals. Perfect prediction is not possible, but putting odds on the future drives millions of decisions more effectively, determining whom to call, mail, investigate, incarcerate, set up on a date, or medicate. In this lucid, captivating introduction — now in its Revised and Updated edition — former Columbia University professor and Predictive Analytics World founder Eric Siegel reveals the power and perils of prediction: What type of mortgage risk Chase Bank predicted before the recession. Predicting which people will drop out of school, cancel a subscription, or get divorced before they even know it themselves. Why early retirement predicts a shorter life expectancy and vegetarians miss fewer flights. Five reasons why organizations predict death — including one health insurance company. How U.S. Bank and Obama for America calculated the way to most strongly persuade each individual. Why the NSA wants all your data: machine learning supercomputers to fight terrorism. How IBM's Watson computer used predictive modeling to answer questions and beat the human champs on TV's Jeopardy! How companies ascertain untold, private truths — how Target figures out you're pregnant and Hewlett-Packard deduces you're about to quit your job. How judges and parole boards rely on crime-predicting computers to decide how long convicts remain in prison. 182 examples from Airbnb, the BBC, Citibank, ConEd, Facebook, Ford, Google, the IRS, LinkedIn, Match.com, MTV, Netflix, PayPal, Pfizer, Spotify, Uber, UPS, Wikipedia, and more. How does predictive analytics work? This jam-packed book satisfies by demystifying the intriguing science under the hood. For future hands-on practitioners pursuing a career in the field, it sets a strong foundation, delivers the prerequisite knowledge, and whets your appetite for more. A truly omnipresent science, predictive analytics constantly affects our daily lives. Whether you are a |
cool math games hero clickers: Delius as I Knew Him Eric Fenby, 1994-01-01 An intimate portrait of Delius by the man who notated many of the disabled composer's last works. Includes 33 musical examples. |
cool math games hero clickers: Macroeconomics Paul Krugman, Robin Wells, 2015-04-07 When it comes drawing on enduring economic principles to explain current economic realities, there is no one readers trust more than Paul Krugman. With his bestselling introductory textbook (now in a new edition) the Nobel laureate and New York Times columnist is proving to be equally effective in the classroom, with more and more instructors in all types of schools using Krugman’s signature storytelling style to help them introduce the fundamental principles of economics to all kinds of students. |
cool math games hero clickers: Learning and Personality William K. Lawrence, 2015-09-04 How does an introverted student with a visual or auditory learning preference find success in a classroom built for extroverted kinesthetic learners? While student discussion in the classroom is invaluable, it also presents an issue for many students, not only in how they feel in the class setting, but in how they ultimately learn. Given the emerging understanding of differing personality types and learning preference, it is questionable whether all students are served by socially active methods that mandate students to speak. Learning and Personality documents how introverted and intrapersonal students are being subjected to uncomfortable situations in schools today. This book focuses on the classroom experience of students who have been identified as learning best through reflection and observation. The author uses an American college writing class as the setting to explore the in-depth experience of common first year students. The results of this primary qualitative study reveal a glaring conflict within mainstream educational theory. With more than five years of research and over one hundred references cited from sources that span two centuries, this book calls attention to a mass misunderstanding of introversion, as well as the effects of instructional methods that appeal to only one type of personality. |
cool math games hero clickers: Universal Design Handbook, 2E Wolfgang Preiser, Korydon H. Smith, 2010-10-11 The Latest Advances in Universal Design Thoroughly updated and packed with examples of global standards and design solutions, Universal Design Handbook, Second Edition, covers the full scope of universal design, discussing how to develop media, products, buildings, and infrastructure for the widest range of human needs, preferences, and functioning. This pioneering work brings together a rich variety of expertise from around the world to discuss the extraordinary growth and changes in the universal design movement. The book provides an overview of universal design premises and perspectives, and performance-based design criteria and guidelines. Public and private spaces, products, and technologies are covered, and current and emerging research and teaching are explored. This unique resource includes analyses of historical and contemporary universal design issues from seven different countries, as well as a look at future trends. Students, advocates, policy makers, and design practitioners will get a theoretical grounding in and practical reference on the physical and social roles of design from this definitive volume. UNIVERSAL DESIGN HANDBOOK, SECOND EDITION, COVERS: United Nations Convention on the Rights of Persons with Disabilities U.S. accessibility codes and standards, including the Americans with Disabilities Act (ADA) Life safety standards and guidelines Universal design implementations in Norway, Japan, France, Germany, Brazil, Italy and the Old City of Jerusalem Planning ADA implementation in public educational institutions Urban scale and mass transportation universal design Designing inclusive experiences, including outdoor play settings Office and workspace design Universal design in home building and remodeling Products and technologies, including autos, web access, media, and digital content Universal design research initiatives, education, and performance assessments |
cool math games hero clickers: Fall of Plaguestone Jason Bulmahn, 2019 A group of new adventurers, traveling through the small community of Plaguestone, must come together to solve the murder of a friend. What starts as simple investigation quickly turns sinister with the discovery of forbidden alchemy, mutant animals, and a nearby forest rotting away due to a mysterious blight. It becomes clear that if these young heroes don't get to the heart of the plot, then the fall of Plaguestone is all but certain! The Fall of Plaguestone is the first Second Edition Pathfinder roleplaying game standalone adventure, taking new players and Game Masters on a daring adventure filled with wilderness exploration, dungeon encounters, and much more! This 64-page softcover adventure is designed for 1st-level characters, built using the rules in the Pathfinder Core Rulebook, facing off against monsters found in the Pathfinder Bestiary. The Fall of Plaguestone is the first Second Edition Pathfinder roleplaying game standalone adventure, taking new players and Game Masters on a daring adventure filled with wilderness exploration, dungeon encounters, and much more! This 64-page softcover adventure is designed for 1st-level characters, built using the rules in the Pathfinder Core Rulebook, facing off against monsters found in the Pathfinder Bestiary. --Provided by publisher. |
cool math games hero clickers: Introduction to the Practice of Statistics David S. Moore, George P. McCabe, Bruce A. Craig, 2014-02-07 With this updated new edition, the market-leading Introduction to the Practice of Statistics (IPS) remains unmatched in its ability to show how statisticians actually work. Its focus on data analysis and critical thinking, step-by-step pedagogy, and applications in a variety of professions and disciplines make it exceptionally engaging to students learning core statistical ideas. |
cool math games hero clickers: 75 e-Learning Activities Ryan Watkins, 2005-04-25 This invaluable resource can help transform online courses into exciting, meaningful, and active e-learning experiences. 75 e-Learning Activities is filled with scores of e-learning activities and games that offer trainers and instructors a handbook for creating interactive and engaging online courses. Much like the activities and games used in traditional classroom training, these e-learning activities can be used to increase interactivity, engage learners, accomplish learning objectives, develop online relationships, promote active learning, and create learning communities. With many examples available on the CD-ROM for easy online transfer, the activities can help elaborate on course content through the use of online technologies such as chat rooms, email, or discussion boards. |
cool math games hero clickers: Social Psychology David G. Myers, Jean M. Twenge, 2021-12-29 |
cool math games hero clickers: Email Marketing Rules Chad S. White, 2017-05-29 Email marketing's power is matched only by how incredibly misunderstood it is. Email Marketing Rules demystifies this vital channel, taking you step by step through 150 best practices, providing extensive tactical checklists, and giving you strategic frameworks for long-term success. Updated and greatly expanded, the 3rd Edition of Email Marketing Rules will help you... Set the right program goals by understanding deep metrics and properly interpreting campaign, channel, and subscriber metrics Build high-performance lists by identifying valuable subscriber acquisition sources, using appropriate permission practices, and managing inactives wisely Ensure your emails are delivered by understanding the factors that cause inbox providers to block senders Craft relevant messaging with effective subject lines, savvy designs, and smart targeting Automate your messaging so you address moments that matter and create highly engaging subscriber journeys Develop solid workflows that avoid errors and speed up production |
cool math games hero clickers: Successful Beginnings for College Teaching Angela Provitera-McGlynn, 2001 Provitera McGlynn (psychology, Mercer County Community College) discusses tools and strategies for setting the right tone in college courses. She offers advice on making expectations clear, creating a welcoming environment, promoting civility, motivating students, and keeping them involved. The book emphasizes tools for use at the beginning of a course. An appendix discusses syllabus creation, and teaching resources are listed. Annotation copyrighted by Book News, Inc., Portland, OR. |
cool math games hero clickers: Classroom Assessment Techniques Thomas A. Angelo, Patricia K. Cross, 2005-04 This revised and greatly expanded edition of the 1988 handbook offers teachers at all levels how-to advise on classroom assessment, including: What classroom assessment entails and how it works. How to plan, implement, and analyze assessment projects. Twelve case studies that detail the real-life classroom experiences of teachers carrying out successful classroom assessment projects. Fifty classroom assessment techniques Step-by-step procedures for administering the techniques Practical advice on how to analyze your data Order your copy today. |
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