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.
The Ultimate History of Video Games, Volume 2
Title | The Ultimate History of Video Games, Volume 2 PDF eBook |
Author | Steven L. Kent |
Publisher | Crown |
Pages | 592 |
Release | 2021-08-24 |
Genre | Social Science |
ISBN | 1984825445 |
The definitive behind-the-scenes history of video games’ explosion into the twenty-first century and the war for industry power “A zippy read through a truly deep research job. You won’t want to put this one down.”—Eddie Adlum, publisher, RePlay Magazine As video games evolve, only the fittest companies survive. Making a blockbuster once cost millions of dollars; now it can cost hundreds of millions, but with a $160 billion market worldwide, the biggest players are willing to bet the bank. Steven L. Kent has been playing video games since Pong and writing about the industry since the Nintendo Entertainment System. In volume 1 of The Ultimate History of Video Games, he chronicled the industry’s first thirty years. In volume 2, he narrates gaming’s entrance into the twenty-first century, as Nintendo, Sega, Sony, and Microsoft battle to capture the global market. The home console boom of the ’90s turned hobby companies like Nintendo and Sega into Hollywood-studio-sized business titans. But by the end of the decade, they would face new, more powerful competitors. In boardrooms on both sides of the Pacific, engineers and executives began, with enormous budgets and total secrecy, to plan the next evolution of home consoles. The PlayStation 2, Nintendo GameCube, and Sega Dreamcast all made radically different bets on what gamers would want. And then, to the shock of the world, Bill Gates announced the development of the one console to beat them all—even if Microsoft had to burn a few billion dollars to do it. In this book, you will learn about • the cutthroat environment at Microsoft as rival teams created console systems • the day the head of Sega of America told the creator of Sonic the Hedgehog to “f**k off” • how “lateral thinking with withered technology” put Nintendo back on top • and much more! Gripping and comprehensive, The Ultimate History of Video Games: Volume 2 explores the origins of modern consoles and of the franchises—from Grand Theft Auto and Halo to Call of Duty and Guitar Hero—that would define gaming in the new millennium.
Wild Truth Bible Lessons - Dares from Jesus 2
Title | Wild Truth Bible Lessons - Dares from Jesus 2 PDF eBook |
Author | Mark Oestreicher |
Publisher | Zondervan |
Pages | 100 |
Release | 2003 |
Genre | Religion |
ISBN | 0310250501 |
Weekly studies for junior high students help them discover the truths Jesus taught and dares them to apply those truths in their own lives. The curriculum includes games, activities, sketches, handouts, and reproducible worksheets.