Author: Dannion Brinkley
Publisher: HarperOne
ISBN: 9780062123886
Category : Body, Mind & Spirit
Languages : en
Pages : 224
Book Description
Drawing from his own near-death experiences, the author, speaker, and hospice pioneer provides the ten secrets everyone needs to know in order to feel the peace, happiness, and joy of heaven today, in this life.
Ten Things to Know Before You Go
Author: Dannion Brinkley
Publisher: HarperOne
ISBN: 9780062123886
Category : Body, Mind & Spirit
Languages : en
Pages : 224
Book Description
Drawing from his own near-death experiences, the author, speaker, and hospice pioneer provides the ten secrets everyone needs to know in order to feel the peace, happiness, and joy of heaven today, in this life.
Publisher: HarperOne
ISBN: 9780062123886
Category : Body, Mind & Spirit
Languages : en
Pages : 224
Book Description
Drawing from his own near-death experiences, the author, speaker, and hospice pioneer provides the ten secrets everyone needs to know in order to feel the peace, happiness, and joy of heaven today, in this life.
How to Get People to Do Stuff
Author: Susan Weinschenk
Publisher: New Riders
ISBN: 0133122352
Category : Business & Economics
Languages : en
Pages : 304
Book Description
We all want people to do stuff. Whether you want your customers to buy from you, vendors to give you a good deal, your employees to take more initiative, or your spouse to make dinner—a large amount of everyday is about getting the people around you to do stuff. Instead of using your usual tactics that sometimes work and sometimes don't, what if you could harness the power of psychology and brain science to motivate people to do the stuff you want them to do - even getting people to want to do the stuff you want them to do. In this book you’ll learn the 7 drives that motivate people: The Desire For Mastery, The Need To Belong, The Power of Stories, Carrots and Sticks, Instincts, Habits, and Tricks Of The Mind. For each of the 7 drives behavioral psychologist Dr. Susan Weinschenk describes the research behind each drive, and then offers specific strategies to use. Here’s just a few things you will learn: The more choices people have the more regret they feel about the choice they pick. If you want people to feel less regret then offer them fewer choices. If you are going to use a reward, give the reward continuously at first, and then switch to giving a reward only sometimes. If you want people to act independently, then make a reference to money, BUT if you want people to work with others or help others, then make sure you DON’T refer to money. If you want people to remember something, make sure it is at the beginning or end of your book, presentation, or meeting. Things in the middle are more easily forgotten. If you are using feedback to increase the desire for mastery keep the feedback objective, and don’t include praise.
Publisher: New Riders
ISBN: 0133122352
Category : Business & Economics
Languages : en
Pages : 304
Book Description
We all want people to do stuff. Whether you want your customers to buy from you, vendors to give you a good deal, your employees to take more initiative, or your spouse to make dinner—a large amount of everyday is about getting the people around you to do stuff. Instead of using your usual tactics that sometimes work and sometimes don't, what if you could harness the power of psychology and brain science to motivate people to do the stuff you want them to do - even getting people to want to do the stuff you want them to do. In this book you’ll learn the 7 drives that motivate people: The Desire For Mastery, The Need To Belong, The Power of Stories, Carrots and Sticks, Instincts, Habits, and Tricks Of The Mind. For each of the 7 drives behavioral psychologist Dr. Susan Weinschenk describes the research behind each drive, and then offers specific strategies to use. Here’s just a few things you will learn: The more choices people have the more regret they feel about the choice they pick. If you want people to feel less regret then offer them fewer choices. If you are going to use a reward, give the reward continuously at first, and then switch to giving a reward only sometimes. If you want people to act independently, then make a reference to money, BUT if you want people to work with others or help others, then make sure you DON’T refer to money. If you want people to remember something, make sure it is at the beginning or end of your book, presentation, or meeting. Things in the middle are more easily forgotten. If you are using feedback to increase the desire for mastery keep the feedback objective, and don’t include praise.
Terrance Talks Travel
Author: Terrance Zepke
Publisher:
ISBN: 9781942738633
Category :
Languages : en
Pages :
Book Description
New Zealand is a small country but it is big on adventure, ranging from blackwater rafting to zorbing. Discover the best beaches (including one that you'll share with penguins and seals and one that is super secluded), tour an active volcano, go tramping at Mount Cook, take a thrilling rail ride across the Southern Alps, experience an exciting whale watching tour, and much more.
Publisher:
ISBN: 9781942738633
Category :
Languages : en
Pages :
Book Description
New Zealand is a small country but it is big on adventure, ranging from blackwater rafting to zorbing. Discover the best beaches (including one that you'll share with penguins and seals and one that is super secluded), tour an active volcano, go tramping at Mount Cook, take a thrilling rail ride across the Southern Alps, experience an exciting whale watching tour, and much more.
Ten Things Video Games Can Teach Us
Author: Jordan Erica Webber
Publisher: Robinson
ISBN: 9781472143594
Category : Games & Activities
Languages : en
Pages : 0
Book Description
WOULD YOU KILL ONE PERSON TO SAVE FIVE OTHERS? If you could upload all of your memories into a machine, would that machine be you? Is it possible we're all already artificial intelligences, living inside a simulation? These sound like questions from a philosophy class, but in fact they're from modern, popular video games. Philosophical discussion often uses thought experiments to consider ideas that we can't test in real life, and media like books, films, and games can make these thought experiments far more accessible to a non-academic audience. Thanks to their interactive nature, video games can be especially effective ways to explore these ideas. Each chapter of this book introduces a philosophical topic through discussion of relevant video games, with interviews with game creators and expert philosophers. In ten chapters, this book demonstrates how video games can help us to consider the following questions: 1. Why do video games make for good thought experiments? (From the ethical dilemmas of the Mass Effect series to 'philosophy games'.) 2. What can we actually know? (From why Phoenix Wright is right for the wrong reasons to whether No Man's Sky is a lie.) 3. Is virtual reality a kind of reality? (On whether VR headsets like the Oculus Rift, PlayStation VR, and HTC Vive deal in mass-market hallucination.) 4. What constitutes a mind? (From the souls of Beyond: Two Souls to the synths of Fallout 4.) 5. What can you lose before you're no longer yourself? (Identity crises in the likes of The Swapper and BioShock Infinite.) 6. Does it mean anything to say we have choice? (Determinism and free will in Bioshock, Portal 2 and Deus Ex.) 7. What does it mean to be a good or dutiful person? (Virtue ethics in the Ultima series and duty ethics in Planescape: Torment.) 8. Is there anything better in life than to be happy? (Utilitarianism in Bioshock 2 and Harvest Moon.) 10. How should we be governed, for whom and by who? (Government and rights in Eve Online, Crusader Kings, Democracy 3 and Fable 3.) 11. Is it ever right to take another life? And how do we cope with our own death? (The Harm Thesis and the good death in To The Moon and Lost Odyssey.)
Publisher: Robinson
ISBN: 9781472143594
Category : Games & Activities
Languages : en
Pages : 0
Book Description
WOULD YOU KILL ONE PERSON TO SAVE FIVE OTHERS? If you could upload all of your memories into a machine, would that machine be you? Is it possible we're all already artificial intelligences, living inside a simulation? These sound like questions from a philosophy class, but in fact they're from modern, popular video games. Philosophical discussion often uses thought experiments to consider ideas that we can't test in real life, and media like books, films, and games can make these thought experiments far more accessible to a non-academic audience. Thanks to their interactive nature, video games can be especially effective ways to explore these ideas. Each chapter of this book introduces a philosophical topic through discussion of relevant video games, with interviews with game creators and expert philosophers. In ten chapters, this book demonstrates how video games can help us to consider the following questions: 1. Why do video games make for good thought experiments? (From the ethical dilemmas of the Mass Effect series to 'philosophy games'.) 2. What can we actually know? (From why Phoenix Wright is right for the wrong reasons to whether No Man's Sky is a lie.) 3. Is virtual reality a kind of reality? (On whether VR headsets like the Oculus Rift, PlayStation VR, and HTC Vive deal in mass-market hallucination.) 4. What constitutes a mind? (From the souls of Beyond: Two Souls to the synths of Fallout 4.) 5. What can you lose before you're no longer yourself? (Identity crises in the likes of The Swapper and BioShock Infinite.) 6. Does it mean anything to say we have choice? (Determinism and free will in Bioshock, Portal 2 and Deus Ex.) 7. What does it mean to be a good or dutiful person? (Virtue ethics in the Ultima series and duty ethics in Planescape: Torment.) 8. Is there anything better in life than to be happy? (Utilitarianism in Bioshock 2 and Harvest Moon.) 10. How should we be governed, for whom and by who? (Government and rights in Eve Online, Crusader Kings, Democracy 3 and Fable 3.) 11. Is it ever right to take another life? And how do we cope with our own death? (The Harm Thesis and the good death in To The Moon and Lost Odyssey.)
Ten Things I Wish I'd Known - Before I Went Out Into the Real World
Author: Maria Shriver
Publisher: Andrews McMeel Publishing
ISBN: 9780740733598
Category : Juvenile Nonfiction
Languages : en
Pages : 114
Book Description
Broadcast journalist Maria Shriver reveals the lessons that have guided her journey as a career woman, wife, and mother. Expanded from her highly praised commencement address and best-selling book, this Little Book offers wise and wonderful advice.This Little Book has been adapted from Ten Things I Wish I'd Known-Before I Went Out into the Real World by Maria Shriver, published by Warner Books, Inc., and is published by arrangement with Warner Books. All rights reserved.
Publisher: Andrews McMeel Publishing
ISBN: 9780740733598
Category : Juvenile Nonfiction
Languages : en
Pages : 114
Book Description
Broadcast journalist Maria Shriver reveals the lessons that have guided her journey as a career woman, wife, and mother. Expanded from her highly praised commencement address and best-selling book, this Little Book offers wise and wonderful advice.This Little Book has been adapted from Ten Things I Wish I'd Known-Before I Went Out into the Real World by Maria Shriver, published by Warner Books, Inc., and is published by arrangement with Warner Books. All rights reserved.
10 Things Every Writer Needs to Know
Author: Jeff Anderson
Publisher: Stenhouse Publishers
ISBN: 1571108106
Category : Education
Languages : en
Pages : 303
Book Description
Whether writing a blog entry or a high-stakes test essay, fiction or nonfiction, short story or argumentation, students need to know certain things in order to write effectively. In 10 Things Every Writer Needs to Know, Jeff Anderson focuses on developing the concepts and application of ten essential aspects of good writing--motion, models, focus, detail, form, frames, cohesion, energy, words, and clutter. Throughout the book, Jeff provides dozens of model texts, both fiction and nonfiction, that bring alive the ten things every writer needs to know. By analyzing strong mentor texts, young writers learn what is possible and experiment with the strategies professional writers use. Students explore, discover, and apply what makes good writing work. Jeff dedicates a chapter to each of the ten things every writer needs to know and provides mini-lessons, mentor texts, writing process strategies, and classroom tips that will motivate students to confidently and competently take on any writing task. With standardized tests and Common Core Curriculum influencing classrooms nationwide, educators must stay true to what works in writing instruction. 10 Things Every Writer Needs to Know keeps teachers on track--encouraging, discovering, inspiring, reminding, and improving writing through conversation, inquiry, and the support of good writing behaviors.
Publisher: Stenhouse Publishers
ISBN: 1571108106
Category : Education
Languages : en
Pages : 303
Book Description
Whether writing a blog entry or a high-stakes test essay, fiction or nonfiction, short story or argumentation, students need to know certain things in order to write effectively. In 10 Things Every Writer Needs to Know, Jeff Anderson focuses on developing the concepts and application of ten essential aspects of good writing--motion, models, focus, detail, form, frames, cohesion, energy, words, and clutter. Throughout the book, Jeff provides dozens of model texts, both fiction and nonfiction, that bring alive the ten things every writer needs to know. By analyzing strong mentor texts, young writers learn what is possible and experiment with the strategies professional writers use. Students explore, discover, and apply what makes good writing work. Jeff dedicates a chapter to each of the ten things every writer needs to know and provides mini-lessons, mentor texts, writing process strategies, and classroom tips that will motivate students to confidently and competently take on any writing task. With standardized tests and Common Core Curriculum influencing classrooms nationwide, educators must stay true to what works in writing instruction. 10 Things Every Writer Needs to Know keeps teachers on track--encouraging, discovering, inspiring, reminding, and improving writing through conversation, inquiry, and the support of good writing behaviors.
Never Go Back
Author: Henry Cloud
Publisher: Simon and Schuster
ISBN: 1451669313
Category : Philosophy
Languages : en
Pages : 272
Book Description
Dr. Henry Cloud, bestselling author of the Boundaries series, offers a life-changing book that provides ten strategies for overcoming self-defeating life patterns that will help you redirect your mistakes and make way for success—physically, personally, and spiritually. Everyone makes mistakes, big and small. Sometimes our mistakes take us down the wrong path and send us spiraling into destructive life patterns, and sometimes we learn our lesson and never make the same mistake again. But how? How do we recognize destructive patterns, make new choices, and then follow through? In Never Go Back, bestselling author Dr. Henry Cloud shares ten doorways to success—and once we walk through these new pathways, we never go back again. His proven method—based on grace, not guilt—outlines ten common life patterns that sabotage success and lays out clear, concrete steps you can take to overcome them. You’ll see your relationships flourish, your personal life enhanced, and your faith strengthened. Dr. Cloud’s powerful message reveals doorways to understanding—once you enter them, you will get from where you were to where you want to be. With a winning combination of eternal principles, spiritual wisdom, and modern scientific data, Never Go Back will put your heart in the right place with yourself and with God.
Publisher: Simon and Schuster
ISBN: 1451669313
Category : Philosophy
Languages : en
Pages : 272
Book Description
Dr. Henry Cloud, bestselling author of the Boundaries series, offers a life-changing book that provides ten strategies for overcoming self-defeating life patterns that will help you redirect your mistakes and make way for success—physically, personally, and spiritually. Everyone makes mistakes, big and small. Sometimes our mistakes take us down the wrong path and send us spiraling into destructive life patterns, and sometimes we learn our lesson and never make the same mistake again. But how? How do we recognize destructive patterns, make new choices, and then follow through? In Never Go Back, bestselling author Dr. Henry Cloud shares ten doorways to success—and once we walk through these new pathways, we never go back again. His proven method—based on grace, not guilt—outlines ten common life patterns that sabotage success and lays out clear, concrete steps you can take to overcome them. You’ll see your relationships flourish, your personal life enhanced, and your faith strengthened. Dr. Cloud’s powerful message reveals doorways to understanding—once you enter them, you will get from where you were to where you want to be. With a winning combination of eternal principles, spiritual wisdom, and modern scientific data, Never Go Back will put your heart in the right place with yourself and with God.
10 Things to Do Before You're 16
Author: Caroline Plaisted
Publisher: Simon and Schuster
ISBN: 1416924604
Category : Juvenile Fiction
Languages : en
Pages : 164
Book Description
Beth and Anna create a list of ten things that they must do in order to become beautiful goddesses who are irresistible to guys, but after several disasters involving fake tans and hair extensions, they find themselves a long way from their goal. They'd planned to spend their fifteenth year transforming themselves from mediocre mates to gorgeous goddesses. But when they notice that their sixteenth birthdays are rapidly approaching, the realize that they're running a bit behind schedule.
Publisher: Simon and Schuster
ISBN: 1416924604
Category : Juvenile Fiction
Languages : en
Pages : 164
Book Description
Beth and Anna create a list of ten things that they must do in order to become beautiful goddesses who are irresistible to guys, but after several disasters involving fake tans and hair extensions, they find themselves a long way from their goal. They'd planned to spend their fifteenth year transforming themselves from mediocre mates to gorgeous goddesses. But when they notice that their sixteenth birthdays are rapidly approaching, the realize that they're running a bit behind schedule.
Ten Things You Need to Know as In-house Counsel
Author: Sterling Miller (Lawyer)
Publisher: ABA Publishing
ISBN: 9781634257923
Category : Corporate lawyers
Languages : en
Pages : 322
Book Description
"[The author] shares his insights, anecdotes, strategies, and practical tips learned from his 20+ years of experience as in-house counsel, general counsel, corporate secretary, and chief compliance officer. As author of the popular blog, 'Ten things you need to know as in-house counsel, ' Miller provides quick points that you can use in your everyday practice ... Whether you are new to an in-house department or a long-term veteran, the general counsel or just a basic contract lawyer, Ten Things You Need to Know as In-House Counsel provides you with guidance on: how to be a successful in-house counsel; being more productive every day; drafting documents and emails; how to negotiate; effectively managing outside counsel fees; trade secrets and protecting your company; dealing with the Board of Directors; preparing for when bad things happen; analyzing risk; and much more."--
Publisher: ABA Publishing
ISBN: 9781634257923
Category : Corporate lawyers
Languages : en
Pages : 322
Book Description
"[The author] shares his insights, anecdotes, strategies, and practical tips learned from his 20+ years of experience as in-house counsel, general counsel, corporate secretary, and chief compliance officer. As author of the popular blog, 'Ten things you need to know as in-house counsel, ' Miller provides quick points that you can use in your everyday practice ... Whether you are new to an in-house department or a long-term veteran, the general counsel or just a basic contract lawyer, Ten Things You Need to Know as In-House Counsel provides you with guidance on: how to be a successful in-house counsel; being more productive every day; drafting documents and emails; how to negotiate; effectively managing outside counsel fees; trade secrets and protecting your company; dealing with the Board of Directors; preparing for when bad things happen; analyzing risk; and much more."--
The First 20 Hours
Author: Josh Kaufman
Publisher: Penguin
ISBN: 1101623047
Category : Self-Help
Languages : en
Pages : 290
Book Description
Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of practicing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct complex skills, maximize productive practice, and remove common learning barriers. By completing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the methods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard keyboard, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the simple techniques he teaches: Define your target performance level: Figure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcomponents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accurate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chainsaws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.
Publisher: Penguin
ISBN: 1101623047
Category : Self-Help
Languages : en
Pages : 290
Book Description
Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of practicing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct complex skills, maximize productive practice, and remove common learning barriers. By completing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the methods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard keyboard, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the simple techniques he teaches: Define your target performance level: Figure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcomponents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accurate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chainsaws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.