Games (& Other Stuff) for Group
Title | Games (& Other Stuff) for Group PDF eBook |
Author | Chris Cavert |
Publisher | Wood 'N' Barnes Publishing |
Pages | 134 |
Release | 1999 |
Genre | Education |
ISBN | 9781885473394 |
This book contains activities that act as catalyst for discussions. Some of the topics include expressing emotions, learning names, effects of rumors, gender issues, trust, honor, following directions, creative thinking, frustration, and communication.
Games (& Other Stuff) for Group
Title | Games (& Other Stuff) for Group PDF eBook |
Author | Chris Cavert |
Publisher | Wood 'N' Barnes Publishing |
Pages | 270 |
Release | 1998 |
Genre | Active learning |
ISBN | 9781885473219 |
This book contains activities that act as catalyst for discussions. Some of the topics include expressing emotions, learning names, effects of rumors, gender issues, trust, honor, following directions, creative thinking, frustration, and communication.
Games (& Other Stuff) for Teachers
Title | Games (& Other Stuff) for Teachers PDF eBook |
Author | Chris Cavert |
Publisher | Wood 'N' Barnes Publishing |
Pages | 172 |
Release | 1999 |
Genre | Education |
ISBN | 9781885473226 |
A wide range of activities put together by teachers to help teachers focus on specific skills, including listening, following directions, communication, problem-solving, interacting, using teamwork, practicing diversity, and so much more! The activities are fun and easy to understand. Sample questions provide a basis for discussion, and variations help teachers adjust skill levels.
Games (and Other Stuff) for Group
Title | Games (and Other Stuff) for Group PDF eBook |
Author | Chris Cavert |
Publisher | Wood 'N Barnes Publishing & Distribution |
Pages | 48 |
Release | 1996-09-01 |
Genre | Group games |
ISBN | 9781885473103 |
Educational, Psychological, and Behavioral Considerations in Niche Online Communities
Title | Educational, Psychological, and Behavioral Considerations in Niche Online Communities PDF eBook |
Author | Venkatesh, Vivek |
Publisher | IGI Global |
Pages | 495 |
Release | 2014-02-28 |
Genre | Psychology |
ISBN | 1466652071 |
Online communities continue to evolve as more people take on a virtual presence. This shift in online communities and the diversity of individuals populating the web has allowed for the emergence of virtual communities centered on niche topics of interests ranging from heavy metal music to indigenous and native culture. Educational, Psychological, and Behavioral Considerations in Niche Online Communities examines the presence of online communities centered around niche topics of interest and the impact of these virtual spaces on community members. Taking perspectives from interdisciplinary fields such as sociology, psychology, and education, this publication will appeal to educators, psychologists, behaviorists, students, and researchers interested in the impact of virtual communities on individuals as well as the opportunities these online communities present.
Group Activities & Games
Title | Group Activities & Games PDF eBook |
Author | Sidney George Hedges |
Publisher | |
Pages | 279 |
Release | 1970 |
Genre | Games |
ISBN |
Multiplayer
Title | Multiplayer PDF eBook |
Author | Thorsten Quandt |
Publisher | Routledge |
Pages | 298 |
Release | 2013-10-30 |
Genre | Language Arts & Disciplines |
ISBN | 1134092261 |
In the past decade, digital games have become a widely accepted form of media entertainment, moving from the traditional 'core gamer' community into the mainstream media market. With millions of people now enjoying gaming as interactive entertainment there has been a huge increase in interest in social multiplayer gaming activities. However, despite the explosive growth in the field over the past decade, many aspects of social gaming still remain unexplored, especially from a media and communication studies perspective. Multiplayer: Social Aspects of Digital Gaming is the first edited volume of its kind that takes a closer look at the various forms of human interaction in and around digital games, providing an overview of debates, past and present. The book is divided into five sections that explore the following areas: Social Aspects of Digital Gaming Social Interactions in Virtual Worlds Online Gaming Co-located and Console Gaming Risks and Challenges of Social Gaming This engaging interdisciplinary book will appeal to upper level students, postgrads and researchers in games research, specifically those focusing on new media and digital games, as well as researchers in media studies and mass communication.