Author: Terry Stickels
Publisher: Fair Winds Press
ISBN: 161058001X
Category : Games & Activities
Languages : en
Pages : 209
Book Description
Frame games, as seen in USA WEEKEND magazine and read by more than 48,000,000 people in 600 newspapers weekly, are an extremely popular and amusing form of word puzzle that represent a famous phrase, song, person, place, or movie. By looking at the way the letters are formed and where they are placed in relation to the other letters, you can piece together a solution. These artfully constructed brainteasers are a favorite among teachers, travelers, and puzzle-lovers alike. Terry Stickels has authored eleven similar collections in the past, and has had bestsellers with Scholastic (over 70,000 sold), Pomegranate, and St. Martin's Press.
The Pocket Book of Frame Games
Author: Terry Stickels
Publisher: Fair Winds Press
ISBN: 161058001X
Category : Games & Activities
Languages : en
Pages : 209
Book Description
Frame games, as seen in USA WEEKEND magazine and read by more than 48,000,000 people in 600 newspapers weekly, are an extremely popular and amusing form of word puzzle that represent a famous phrase, song, person, place, or movie. By looking at the way the letters are formed and where they are placed in relation to the other letters, you can piece together a solution. These artfully constructed brainteasers are a favorite among teachers, travelers, and puzzle-lovers alike. Terry Stickels has authored eleven similar collections in the past, and has had bestsellers with Scholastic (over 70,000 sold), Pomegranate, and St. Martin's Press.
Publisher: Fair Winds Press
ISBN: 161058001X
Category : Games & Activities
Languages : en
Pages : 209
Book Description
Frame games, as seen in USA WEEKEND magazine and read by more than 48,000,000 people in 600 newspapers weekly, are an extremely popular and amusing form of word puzzle that represent a famous phrase, song, person, place, or movie. By looking at the way the letters are formed and where they are placed in relation to the other letters, you can piece together a solution. These artfully constructed brainteasers are a favorite among teachers, travelers, and puzzle-lovers alike. Terry Stickels has authored eleven similar collections in the past, and has had bestsellers with Scholastic (over 70,000 sold), Pomegranate, and St. Martin's Press.
USA Weekend The Big Book of Frame Games
Author: Terry Stickels
Publisher: Liberty Street
ISBN: 9781603208819
Category : Games & Activities
Languages : en
Pages : 0
Book Description
FRAME GAMES, as seen every week for the last 10 years in USA WEEKEND magazine, are very popular and enjoyable word puzzles that represent a famous phrase, song, person, place, or movie in a unique, framed puzzle. By looking at the way the letters are formed and where they are placed in relation to the other letters, readers are challenged to piece together a solution. These artfully constructed brainteasers are a favorite among teachers, travelers, and puzzle-lovers alike. With 500 puzzles, this book is sure to keep you thoroughly entertained.
Publisher: Liberty Street
ISBN: 9781603208819
Category : Games & Activities
Languages : en
Pages : 0
Book Description
FRAME GAMES, as seen every week for the last 10 years in USA WEEKEND magazine, are very popular and enjoyable word puzzles that represent a famous phrase, song, person, place, or movie in a unique, framed puzzle. By looking at the way the letters are formed and where they are placed in relation to the other letters, readers are challenged to piece together a solution. These artfully constructed brainteasers are a favorite among teachers, travelers, and puzzle-lovers alike. With 500 puzzles, this book is sure to keep you thoroughly entertained.
Game Frame
Author: Aaron Dignan
Publisher: Simon and Schuster
ISBN: 1451611072
Category : Business & Economics
Languages : en
Pages : 226
Book Description
Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.
Publisher: Simon and Schuster
ISBN: 1451611072
Category : Business & Economics
Languages : en
Pages : 226
Book Description
Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.
The Pocket Book of Positives
Author:
Publisher:
ISBN: 9781782128670
Category : Motivational
Languages : en
Pages : 0
Book Description
Modern life presents so many challenges that keeping a balanced perspective can be difficult. The Pocket Book of Positives will ensure that you remain focused on getting the very best out of your life, however trying the circumstances might be. Brimming with optimism, this little book aims to be the perfect companion for life's journey'wise, humorous, reliable, enthusiastic, encouraging and always there when you need them.
Publisher:
ISBN: 9781782128670
Category : Motivational
Languages : en
Pages : 0
Book Description
Modern life presents so many challenges that keeping a balanced perspective can be difficult. The Pocket Book of Positives will ensure that you remain focused on getting the very best out of your life, however trying the circumstances might be. Brimming with optimism, this little book aims to be the perfect companion for life's journey'wise, humorous, reliable, enthusiastic, encouraging and always there when you need them.
The Book of Stones
Author: Robert Simmons
Publisher:
ISBN: 1583949089
Category : Nature
Languages : en
Pages : 593
Book Description
Published in association with North Atlantic Books, Berkeley, California.
Publisher:
ISBN: 1583949089
Category : Nature
Languages : en
Pages : 593
Book Description
Published in association with North Atlantic Books, Berkeley, California.
Little Book of Video Games
Author: Melissa Brinks
Publisher: Running Press Adult
ISBN: 0762496568
Category : Games & Activities
Languages : en
Pages : 193
Book Description
Revisit your favorites, find something new, or play your way through this light-hearted guide to the most celebrated and iconic arcade, console, and computer games from the 1950s to the 2000s. An accessible, informative look at the history and evolution some of the most popular and iconic video games from their early beginnings up to the 2000s. Author Melissa Brinks explores each influential game and its impact on they would have on the games that would follow, with brief, engaging profiles and surprising trivia that is perfect for fans of all levels. From the groundbreaking games of the 1950s to the genre-defining games of the 60s and 70s to the modern classics of the 1990s and early 2000s, The Little Book of Video Games includes games from a wide variety of genres and consoles including (but not limited to): Pong, Spacewar!, Adventure, Pac-Man, Rogue, Donkey Kong, Galaga, Dragon's Lair, Tetris, Super Mario Bros., The Oregon Trail, Castlevania, Legend of Zelda, Final Fantasy, Mega Man, SimCity, Mother, Mortal Kombat, Myst, Doom, Warcraft, Diablo, Tomb Raider, Pokémon, Tamagotchi, GoldenEye 007, Ultima Online, Metal Gear Solid, Dance Dance Revolution, Half-Life, Silent Hill, The Sims, and more. Now you can learn, share, and enjoy your favorite classic video games without having to press a power button!
Publisher: Running Press Adult
ISBN: 0762496568
Category : Games & Activities
Languages : en
Pages : 193
Book Description
Revisit your favorites, find something new, or play your way through this light-hearted guide to the most celebrated and iconic arcade, console, and computer games from the 1950s to the 2000s. An accessible, informative look at the history and evolution some of the most popular and iconic video games from their early beginnings up to the 2000s. Author Melissa Brinks explores each influential game and its impact on they would have on the games that would follow, with brief, engaging profiles and surprising trivia that is perfect for fans of all levels. From the groundbreaking games of the 1950s to the genre-defining games of the 60s and 70s to the modern classics of the 1990s and early 2000s, The Little Book of Video Games includes games from a wide variety of genres and consoles including (but not limited to): Pong, Spacewar!, Adventure, Pac-Man, Rogue, Donkey Kong, Galaga, Dragon's Lair, Tetris, Super Mario Bros., The Oregon Trail, Castlevania, Legend of Zelda, Final Fantasy, Mega Man, SimCity, Mother, Mortal Kombat, Myst, Doom, Warcraft, Diablo, Tomb Raider, Pokémon, Tamagotchi, GoldenEye 007, Ultima Online, Metal Gear Solid, Dance Dance Revolution, Half-Life, Silent Hill, The Sims, and more. Now you can learn, share, and enjoy your favorite classic video games without having to press a power button!
Journal of the ... Annual Convention, Diocese of New Hampshire
Author:
Publisher:
ISBN:
Category : Anglican Communion
Languages : en
Pages : 778
Book Description
Publisher:
ISBN:
Category : Anglican Communion
Languages : en
Pages : 778
Book Description
The Little Book of Restorative Teaching Tools
Author: Lindsey Pointer
Publisher: Simon and Schuster
ISBN: 1680995898
Category : Education
Languages : en
Pages : 120
Book Description
Engaging Practices for Integrating Restorative Justice Principles in Group Settings As restorative practices spread around the world, scholars and practitioners have begun to ask very important questions: How should restorative practices be taught? What educational structures and methods are in alignment with restorative values and principles? This book introduces games as an effective and dynamic tool to teach restorative justice practices. Grounded in an understanding of restorative pedagogy and experiential learning strategies, the games included in this book provide a way for learners to experience and more deeply understand restorative practices while building relationships and improving skills. Chapters cover topics such as: Introduction to restorative pedagogy and experiential learning How a restorative learning community can be built and strengthened through the use of games and activities How to design games and activities for teaching restorative practices How to design, deliver, and debrief an activity-based learning experience In-depth instructions for games and activities for building relationships, understanding the restorative philosophy, and developing skills in practice An ideal handbook for educators, restorative justice program directors and trainers, consultants, community group leaders, and anyone else whose work draws people together to resolve disagreements or address harm, this book will serve as a catalyst for greater creativity and philosophical alignment in the teaching of restorative practices across contexts.
Publisher: Simon and Schuster
ISBN: 1680995898
Category : Education
Languages : en
Pages : 120
Book Description
Engaging Practices for Integrating Restorative Justice Principles in Group Settings As restorative practices spread around the world, scholars and practitioners have begun to ask very important questions: How should restorative practices be taught? What educational structures and methods are in alignment with restorative values and principles? This book introduces games as an effective and dynamic tool to teach restorative justice practices. Grounded in an understanding of restorative pedagogy and experiential learning strategies, the games included in this book provide a way for learners to experience and more deeply understand restorative practices while building relationships and improving skills. Chapters cover topics such as: Introduction to restorative pedagogy and experiential learning How a restorative learning community can be built and strengthened through the use of games and activities How to design games and activities for teaching restorative practices How to design, deliver, and debrief an activity-based learning experience In-depth instructions for games and activities for building relationships, understanding the restorative philosophy, and developing skills in practice An ideal handbook for educators, restorative justice program directors and trainers, consultants, community group leaders, and anyone else whose work draws people together to resolve disagreements or address harm, this book will serve as a catalyst for greater creativity and philosophical alignment in the teaching of restorative practices across contexts.
Freeze Frame
Author: Sue Macy
Publisher: National Geographic Books
ISBN: 9780792278870
Category : Juvenile Nonfiction
Languages : en
Pages : 104
Book Description
Highlights in the history of the Winter Olympics from their inception in 1924 to today, including profiles of the Olympic athletes and information on the lesser-known winter sports. Also includes an Olympic almanac with information about each Olympiad.
Publisher: National Geographic Books
ISBN: 9780792278870
Category : Juvenile Nonfiction
Languages : en
Pages : 104
Book Description
Highlights in the history of the Winter Olympics from their inception in 1924 to today, including profiles of the Olympic athletes and information on the lesser-known winter sports. Also includes an Olympic almanac with information about each Olympiad.
Frame Games
Author: Harold D. Stolovitch
Publisher: Educational Technology
ISBN: 9780877781448
Category : Education
Languages : en
Pages : 128
Book Description
Publisher: Educational Technology
ISBN: 9780877781448
Category : Education
Languages : en
Pages : 128
Book Description