Author: Reagan Rose
Publisher: Moody Publishers
ISBN: 0802474632
Category : Religion
Languages : en
Pages : 134
Book Description
Feeling overwhelmed and unproductive? The answer isn’t to do more. What image forms in your mind when you think of productivity? An assembly line? Spreadsheets? Business suits or workplace uniforms? In the ancient world, productivity didn't conjure images like these. Instead, it referred to crop yield and fruit bearing. This agrarian imagery helps us understand productivity through a biblical lens. Jesus taught, By this my Father is glorified, that you bear much fruit (John 15:8). Who doesn’t want to have a truly productive life—to bear much fruit? But how does this happen in the places we hold dear—the home, workplace, and in our communities? We often feel overworked and overrun, defeated and discouraged. The world says be productive so that you can get all you can out of this life. The Bible says be productive so you can gain more of the next life. In Redeeming Productivity, author Reagan Rose explores how God’s glory is the purpose for which He planted us. And he shows how productivity must be firmly rooted in the gospel. Only through our connection to Christ—the True Vine—are we empowered to produce good fruit. This book shows how we can maintain the vitality of that connection through simple, life-giving disciplines. Readers will discover manageable applications like giving God the first fruits of our days. Additionally, Reagan discusses how our perspective on suffering is transformed as we see trials as God’s pruning for greater productivity.
Redeeming Productivity
Author: Reagan Rose
Publisher: Moody Publishers
ISBN: 0802474632
Category : Religion
Languages : en
Pages : 134
Book Description
Feeling overwhelmed and unproductive? The answer isn’t to do more. What image forms in your mind when you think of productivity? An assembly line? Spreadsheets? Business suits or workplace uniforms? In the ancient world, productivity didn't conjure images like these. Instead, it referred to crop yield and fruit bearing. This agrarian imagery helps us understand productivity through a biblical lens. Jesus taught, By this my Father is glorified, that you bear much fruit (John 15:8). Who doesn’t want to have a truly productive life—to bear much fruit? But how does this happen in the places we hold dear—the home, workplace, and in our communities? We often feel overworked and overrun, defeated and discouraged. The world says be productive so that you can get all you can out of this life. The Bible says be productive so you can gain more of the next life. In Redeeming Productivity, author Reagan Rose explores how God’s glory is the purpose for which He planted us. And he shows how productivity must be firmly rooted in the gospel. Only through our connection to Christ—the True Vine—are we empowered to produce good fruit. This book shows how we can maintain the vitality of that connection through simple, life-giving disciplines. Readers will discover manageable applications like giving God the first fruits of our days. Additionally, Reagan discusses how our perspective on suffering is transformed as we see trials as God’s pruning for greater productivity.
Publisher: Moody Publishers
ISBN: 0802474632
Category : Religion
Languages : en
Pages : 134
Book Description
Feeling overwhelmed and unproductive? The answer isn’t to do more. What image forms in your mind when you think of productivity? An assembly line? Spreadsheets? Business suits or workplace uniforms? In the ancient world, productivity didn't conjure images like these. Instead, it referred to crop yield and fruit bearing. This agrarian imagery helps us understand productivity through a biblical lens. Jesus taught, By this my Father is glorified, that you bear much fruit (John 15:8). Who doesn’t want to have a truly productive life—to bear much fruit? But how does this happen in the places we hold dear—the home, workplace, and in our communities? We often feel overworked and overrun, defeated and discouraged. The world says be productive so that you can get all you can out of this life. The Bible says be productive so you can gain more of the next life. In Redeeming Productivity, author Reagan Rose explores how God’s glory is the purpose for which He planted us. And he shows how productivity must be firmly rooted in the gospel. Only through our connection to Christ—the True Vine—are we empowered to produce good fruit. This book shows how we can maintain the vitality of that connection through simple, life-giving disciplines. Readers will discover manageable applications like giving God the first fruits of our days. Additionally, Reagan discusses how our perspective on suffering is transformed as we see trials as God’s pruning for greater productivity.
Level Up Your Life
Author: Steve Kamb
Publisher: Rodale Books
ISBN: 1623365414
Category : Self-Help
Languages : en
Pages : 258
Book Description
In 5 years, Steve Kamb has transformed himself from wanna-be daydreamer into a real-life superhero and actually turned his life into a gigantic video game: flying stunt planes in New Zealand, gambling in a tuxedo at the Casino de Monte-Carlo, and even finding Nemo on the Great Barrier Reef. To help him accomplish all of these goals, he built a system that allowed him to complete quests, take on boss battles, earn experience points, and literally level up his life. If you have always dreamed of adventure and growth but can’t seem to leave your hobbit-hole, Level Up Your Life is for you. Kamb will teach you exactly how to use your favorite video games, books, and movies as inspiration for adventure rather than an escape from the grind of everyday life. Hundreds of thousands of everyday Joes and Jills have joined Steve’s Rebellion through his popular website, NerdFitness.com, and leveled up their lives—losing weight, getting stronger, and living better. In Level Up Your Life, you’ll meet more than a dozen of these members of The Rebellion: men and women, young and old, single and married, from all walks of life who have created superhero versions of themselves to live adventurously and happily. Within this guide, you’ll follow in their footsteps and learn exactly how to: • Create your own “Alter Ego” with real-life super powers • Build your own Epic Quest List, broken into categories and difficulty levels • Hack your productivity habits to start making progress • Train your body for any adventure • Build in rewards and accountability that will actually motivate you to succeed • Travel the world freely (and cheaply) • Recruit the right allies to your side and find powerful mentors for guidance Adventure is out there, and the world needs more heroes. Will you heed the call?
Publisher: Rodale Books
ISBN: 1623365414
Category : Self-Help
Languages : en
Pages : 258
Book Description
In 5 years, Steve Kamb has transformed himself from wanna-be daydreamer into a real-life superhero and actually turned his life into a gigantic video game: flying stunt planes in New Zealand, gambling in a tuxedo at the Casino de Monte-Carlo, and even finding Nemo on the Great Barrier Reef. To help him accomplish all of these goals, he built a system that allowed him to complete quests, take on boss battles, earn experience points, and literally level up his life. If you have always dreamed of adventure and growth but can’t seem to leave your hobbit-hole, Level Up Your Life is for you. Kamb will teach you exactly how to use your favorite video games, books, and movies as inspiration for adventure rather than an escape from the grind of everyday life. Hundreds of thousands of everyday Joes and Jills have joined Steve’s Rebellion through his popular website, NerdFitness.com, and leveled up their lives—losing weight, getting stronger, and living better. In Level Up Your Life, you’ll meet more than a dozen of these members of The Rebellion: men and women, young and old, single and married, from all walks of life who have created superhero versions of themselves to live adventurously and happily. Within this guide, you’ll follow in their footsteps and learn exactly how to: • Create your own “Alter Ego” with real-life super powers • Build your own Epic Quest List, broken into categories and difficulty levels • Hack your productivity habits to start making progress • Train your body for any adventure • Build in rewards and accountability that will actually motivate you to succeed • Travel the world freely (and cheaply) • Recruit the right allies to your side and find powerful mentors for guidance Adventure is out there, and the world needs more heroes. Will you heed the call?
Virtual Cities
Author: Konstantinos Dimopoulos
Publisher: Unbound Publishing
ISBN: 1783528508
Category : Games & Activities
Languages : en
Pages : 257
Book Description
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
Publisher: Unbound Publishing
ISBN: 1783528508
Category : Games & Activities
Languages : en
Pages : 257
Book Description
Virtual cities are places of often-fractured geographies, impossible physics, outrageous assumptions and almost untamed imaginations given digital structure. This book, the first atlas of its kind, aims to explore, map, study and celebrate them. To imagine what they would be like in reality. To paint a lasting picture of their domes, arches and walls. From metropolitan sci-fi open worlds and medieval fantasy towns to contemporary cities and glimpses of gothic horror, author and urban planner Konstantinos Dimopoulos and visual artist Maria Kallikaki have brought to life over forty game cities. Together, they document the deep and exhilarating history of iconic gaming landscapes through richly illustrated commentary and analysis. Virtual Cities transports us into these imaginary worlds, through cities that span over four decades of digital history across literary and gaming genres. Travel to fantasy cities like World of Warcraft’s Orgrimmar and Grim Fandango’s Rubacava; envision what could be in the familiar cities of Assassin’s Creed’s London and Gabriel Knight’s New Orleans; and steal a glimpse of cities of the future, in Final Fantasy VII’s Midgar and Half-Life 2’s City 17. Within, there are many more worlds to discover – each formed in the deepest corners of the imagination, their immense beauty and complexity astounding for artists, game designers, world builders and, above all, anyone who plays and cares about video games.
Screenwise
Author: Devorah Heitner
Publisher: Routledge
ISBN: 1351817833
Category : Education
Languages : en
Pages : 256
Book Description
Screenwise offers a realistic and optimistic perspective on how to thoughtfully guide kids in the digital age. Many parents feel that their kids are addicted, detached, or distracted because of their digital devices. Media expert Devorah Heitner, however, believes that technology offers huge potential to our children-if parents help them. Using the foundation of their own values and experiences, parents and educators can learn about the digital world to help set kids up for a lifetime of success in a world fueled by technology. Screenwise is a guide to understanding more about what it is like for children to grow up with technology, and to recognizing the special challenges-and advantages-that contemporary kids and teens experience thanks to this level of connection. In it, Heitner presents practical parenting "hacks": quick ideas that you can implement today that will help you understand and relate to your digital native. The book will empower parents to recognize that the wisdom that they have gained throughout their lives is a relevant and urgently needed supplement to their kid's digital savvy, and help them develop skills for managing the new challenges of parenting. Based on real-life stories from other parents and Heitner's wealth of knowledge on the subject, Screenwise teaches parents what they need to know in order to raise responsible digital citizens.
Publisher: Routledge
ISBN: 1351817833
Category : Education
Languages : en
Pages : 256
Book Description
Screenwise offers a realistic and optimistic perspective on how to thoughtfully guide kids in the digital age. Many parents feel that their kids are addicted, detached, or distracted because of their digital devices. Media expert Devorah Heitner, however, believes that technology offers huge potential to our children-if parents help them. Using the foundation of their own values and experiences, parents and educators can learn about the digital world to help set kids up for a lifetime of success in a world fueled by technology. Screenwise is a guide to understanding more about what it is like for children to grow up with technology, and to recognizing the special challenges-and advantages-that contemporary kids and teens experience thanks to this level of connection. In it, Heitner presents practical parenting "hacks": quick ideas that you can implement today that will help you understand and relate to your digital native. The book will empower parents to recognize that the wisdom that they have gained throughout their lives is a relevant and urgently needed supplement to their kid's digital savvy, and help them develop skills for managing the new challenges of parenting. Based on real-life stories from other parents and Heitner's wealth of knowledge on the subject, Screenwise teaches parents what they need to know in order to raise responsible digital citizens.
What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Understanding by Design
Author: Grant P. Wiggins
Publisher: ASCD
ISBN: 1416600353
Category : Education
Languages : en
Pages : 383
Book Description
What is understanding and how does it differ from knowledge? How can we determine the big ideas worth understanding? Why is understanding an important teaching goal, and how do we know when students have attained it? How can we create a rigorous and engaging curriculum that focuses on understanding and leads to improved student performance in today's high-stakes, standards-based environment? Authors Grant Wiggins and Jay McTighe answer these and many other questions in this second edition of Understanding by Design. Drawing on feedback from thousands of educators around the world who have used the UbD framework since its introduction in 1998, the authors have greatly revised and expanded their original work to guide educators across the K-16 spectrum in the design of curriculum, assessment, and instruction. With an improved UbD Template at its core, the book explains the rationale of backward design and explores in greater depth the meaning of such key ideas as essential questions and transfer tasks. Readers will learn why the familiar coverage- and activity-based approaches to curriculum design fall short, and how a focus on the six facets of understanding can enrich student learning. With an expanded array of practical strategies, tools, and examples from all subject areas, the book demonstrates how the research-based principles of Understanding by Design apply to district frameworks as well as to individual units of curriculum. Combining provocative ideas, thoughtful analysis, and tested approaches, this new edition of Understanding by Design offers teacher-designers a clear path to the creation of curriculum that ensures better learning and a more stimulating experience for students and teachers alike.
Publisher: ASCD
ISBN: 1416600353
Category : Education
Languages : en
Pages : 383
Book Description
What is understanding and how does it differ from knowledge? How can we determine the big ideas worth understanding? Why is understanding an important teaching goal, and how do we know when students have attained it? How can we create a rigorous and engaging curriculum that focuses on understanding and leads to improved student performance in today's high-stakes, standards-based environment? Authors Grant Wiggins and Jay McTighe answer these and many other questions in this second edition of Understanding by Design. Drawing on feedback from thousands of educators around the world who have used the UbD framework since its introduction in 1998, the authors have greatly revised and expanded their original work to guide educators across the K-16 spectrum in the design of curriculum, assessment, and instruction. With an improved UbD Template at its core, the book explains the rationale of backward design and explores in greater depth the meaning of such key ideas as essential questions and transfer tasks. Readers will learn why the familiar coverage- and activity-based approaches to curriculum design fall short, and how a focus on the six facets of understanding can enrich student learning. With an expanded array of practical strategies, tools, and examples from all subject areas, the book demonstrates how the research-based principles of Understanding by Design apply to district frameworks as well as to individual units of curriculum. Combining provocative ideas, thoughtful analysis, and tested approaches, this new edition of Understanding by Design offers teacher-designers a clear path to the creation of curriculum that ensures better learning and a more stimulating experience for students and teachers alike.
Reality Is Broken
Author: Jane McGonigal
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
Publisher: Penguin
ISBN: 1101475498
Category : Psychology
Languages : en
Pages : 334
Book Description
“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.
The Work-Smart Academic Planner, Revised Edition
Author: Peg Dawson
Publisher: Guilford Publications
ISBN: 1462530206
Category : Psychology
Languages : en
Pages : 145
Book Description
From executive skills experts Peg Dawson and Richard Guare, this large-format academic planner is specially designed for students in grades 6-12. It provides a system for keeping track of assignments and due dates while developing the crucial executive skills needed to succeed in school and beyond. Students are guided to build a daily study plan, manage their time, set short- and long-term goals, study for tests, and record their successes. They also get tools for evaluating their own executive skills in order to target their weaknesses and capitalize on strengths.
Publisher: Guilford Publications
ISBN: 1462530206
Category : Psychology
Languages : en
Pages : 145
Book Description
From executive skills experts Peg Dawson and Richard Guare, this large-format academic planner is specially designed for students in grades 6-12. It provides a system for keeping track of assignments and due dates while developing the crucial executive skills needed to succeed in school and beyond. Students are guided to build a daily study plan, manage their time, set short- and long-term goals, study for tests, and record their successes. They also get tools for evaluating their own executive skills in order to target their weaknesses and capitalize on strengths.
Preston Lee's Conversation English - Global Edition Lesson 1 - 40
Author: Kevin Lee
Publisher: Preston Lee Books
ISBN:
Category : Foreign Language Study
Languages : en
Pages : 210
Book Description
This book is designed to help English learners begin speaking conversation English. It is also an excellent learning resource for reading and comprehension. Have fun and learn English the easy way. This book has been written for all ages, children and adults alike. - Written for all ages - 40 excellent lessons for everyday English conversation - 40 fun worksheets for review - Practice tests to reinforce learning - Activity pages for easy learning - Frequently used verbs in 4 grammatical forms - 40 practical and commonly used idioms Written by ESL specialists, Kevin Lee and Matthew Preston have taught English as a Second Language for over 20 years around the world. The lessons in this book have been carefully chosen to help the learner really understand a range of topics for everyday talk. A great book to be used with Preston Lee’s Beginner English 100 Lessons
Publisher: Preston Lee Books
ISBN:
Category : Foreign Language Study
Languages : en
Pages : 210
Book Description
This book is designed to help English learners begin speaking conversation English. It is also an excellent learning resource for reading and comprehension. Have fun and learn English the easy way. This book has been written for all ages, children and adults alike. - Written for all ages - 40 excellent lessons for everyday English conversation - 40 fun worksheets for review - Practice tests to reinforce learning - Activity pages for easy learning - Frequently used verbs in 4 grammatical forms - 40 practical and commonly used idioms Written by ESL specialists, Kevin Lee and Matthew Preston have taught English as a Second Language for over 20 years around the world. The lessons in this book have been carefully chosen to help the learner really understand a range of topics for everyday talk. A great book to be used with Preston Lee’s Beginner English 100 Lessons
The Routledge Companion to Games in Architecture and Urban Planning
Author: Marta Brković Dodig
Publisher: Routledge
ISBN: 0429805705
Category : Architecture
Languages : en
Pages : 260
Book Description
The Routledge Companion to Games in Architecture and Urban Planning aims to identify and showcase the rich diversity of games, including: simulation games, game-like approaches, game scenarios, and gamification processes for teaching/learning, design and research in architecture and urban planning. This collection creates an opportunity for exchange and reflection on games in architecture and urban planning. Theoretical discussions, descriptive accounts, and case studies presenting empirical evidence are featured; combined with reflections, constructive critical analysis, discussions of connections, and various influences on this field. Twenty-eight international contributors have come together from eleven countries and five continents to present their studies on games in architecture and urban planning, pose new questions, and advocate for innovative perspectives.
Publisher: Routledge
ISBN: 0429805705
Category : Architecture
Languages : en
Pages : 260
Book Description
The Routledge Companion to Games in Architecture and Urban Planning aims to identify and showcase the rich diversity of games, including: simulation games, game-like approaches, game scenarios, and gamification processes for teaching/learning, design and research in architecture and urban planning. This collection creates an opportunity for exchange and reflection on games in architecture and urban planning. Theoretical discussions, descriptive accounts, and case studies presenting empirical evidence are featured; combined with reflections, constructive critical analysis, discussions of connections, and various influences on this field. Twenty-eight international contributors have come together from eleven countries and five continents to present their studies on games in architecture and urban planning, pose new questions, and advocate for innovative perspectives.