Innovating Play

Innovating Play

Author: Christine Pinto

Publisher: Dave Burgess Consulting

Published: 2020-09-15

Total Pages: 250

ISBN-13: 9781951600440

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Tech integration for early childhood education as thoughtful as it is wholehearted Technology isn't just a way to innovate instruction; it's also the key to building classrooms that are dynamic, playful, and truly connected. In Innovating Play, early childhood educators Jessica LaBar-Twomey and Christine Pinto share the insights that led their kindergarten classes to generative, daily collaborations from opposite ends of the United States. In the process, they offer elementary educators a powerful set of digital tools that transform social-emotional learning. LaBar-Twomey and Pinto guide readers through the process of leveraging classroom technology in order to foster empathy and broaden horizons. With a warm, inviting style, and drawing from the rich examples of their own classrooms, Jessica and Christine offer a treasure trove of actionable, impactful tips that will help you seamlessly connect your students with the world around them. "Christine and Jessica have created an incredibly insightful, realistic, robust guide to innovating early childhood education based on their own classroom instruction. Their masterfully crafted pedagogy weaves together authentic learning, design thinking, and tech integration all through the play and discovery learning so crucial for our youngest learners. Innovating Play is guaranteed to inspire, guide, and support meaningful technology integration for authentic learning experiences." -Lisa Highfill, technology integration specialist, co-author and creator ofThe HyperDoc Handbook and Teachers Give Teachers "This book will provide coaches the resources and detailed examples to support teachers in implementation. The examples drive digital literacy for all and never deviate from core curriculum practices. Jessica and Christine have showcased a multitude of ways in which equity and inclusion have been intentionally embedded through their cycle of learning." -Nyree Clark, curriculum program specialist, technology, TK-6 "Innovating Play is a fun, easy-to-read how-to resource for early childhood educators that blends core curriculum and purposeful tech beautifully. Christine and Jessica not only model their design to teach twenty-first-century skills to our littles, they will inspire you to reimagine and innovate play in your own class!" -Erika Sanchez, MEd, kindergarten teacher


Serious Play

Serious Play

Author: Michael Schrage

Publisher: Harvard Business Press

Published: 1999-12-10

Total Pages: 280

ISBN-13: 9781422155103

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Successful innovation demands more than a good strategic plan; it requires creative improvisation. Much of the "serious play" that leads to breakthrough innovations is increasingly linked to experiments with models, prototypes, and simulations. As digital technology makes prototyping more cost-effective, serious play will soon lie at the heart of all innovation strategies, influencing how businesses define themselves and their markets. Author Michael Schrage is one of today's most widely recognized experts on the relationship between technology and work. In Serious Play, Schrage argues that the real value in building models comes less from the help they offer with troubleshooting and problem solving than from the insights they reveal about the organization itself. Technological models can actually change us--improving the way we communicate, collaborate, learn, and innovate. With real-world examples and engaging anecdotes, Schrage shows how companies such as Disney, Microsoft, Boeing, IDEO, and DaimlerChrysler use serious play with modeling technologies to facilitate the collaborative interactions that lead to innovation. A user's guide included with the book helps readers apply many of the innovation practices profiled throughout. A landmark book by one of the most perceptive voices in the field of innovation.


The GAME of Innovation: Conquer Challenges. Level Up Your Team. Play to Win

The GAME of Innovation: Conquer Challenges. Level Up Your Team. Play to Win

Author: David Cutler

Publisher: McGraw Hill Professional

Published: 2022-03-22

Total Pages: 337

ISBN-13: 126425749X

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As a leader, how do you discover and implement breakthrough opportunities? Gamify challenges. Level up your team. And play to WIN. Unveiling a comprehensive approach to extraordinary problem-solving, The GAME of Innovation offers all you need to meet challenges head on and seize the competitive edge. Conceived by a super-creative quartet of top-tier business consultants, The GAME of Innovation builds upon a novel premise: What if you framed problems as if they were games of profound significance? How might you design something new or reimagine the old, particularly when competition increases, technology disrupts, change accelerates, money tightens, and the rules of success are constantly evolving? The book then shares a flexible methodology for designing powerhouse problem-solving GAMEs (Guidelines, Arena, Materials, Experience), aligning teams with 5 problem-solving “lenses,” building consensus behind change, and leading/managing the process. This uncommon, easy-to-read, visual book is packed with actionable strategies that will help you and your community thrive when playing The GAME of Innovation.


Radical Product Thinking

Radical Product Thinking

Author: R. Dutt

Publisher: Berrett-Koehler Publishers

Published: 2021-09-27

Total Pages: 245

ISBN-13: 1523093331

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Iteration rules product development, but it isn't enough to produce dramatic results. This book champions Radical Product Thinking, a systematic methodology for building visionary, game-changing products. In the last decade, we've learned to harness the power of iteration to innovate faster—we've invested in a fast car, but our ability to set a clear destination and navigate to it hasn't kept up. When we iterate without a clear vision or strategy, our products become bloated, fragmented, and driven by irrelevant metrics. They catch “product diseases” that often kill innovation. Radical Product Thinking (RPT) gives organizations a repeatable model for building world-changing products. The key? Being vision-driven instead of iteration-led. R. Dutt guides readers through the five elements of the methodology (vision, strategy, prioritization, execution and measurement, and culture) to develop a clear process for translating vision into reality, and turning RPT skills into muscle memory. This book offers refreshing solutions to the shortcomings of our current model for product development; be prepared to toss out everything you know about a good vision and learn how to measure progress to create revolutionary products. The best part? You don't have to be a natural-born visionary to produce extraordinary results.


Inventing Imaginary Worlds

Inventing Imaginary Worlds

Author: Michele Root-Bernstein

Publisher: Rowman & Littlefield

Published: 2014-06-18

Total Pages: 285

ISBN-13: 1475809808

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How can parents, educators, business leaders and policy makers nurture creativity, prepare for inventiveness and stimulate innovation? One compelling answer, this book argues, lies in fostering the invention of imaginary worlds, a.k.a. worldplay. First emerging in middle childhood, this complex form of make-believe draws lifelong energy from the fruitful combustions of play, imagination and creativity. Unfortunately, trends in modern life conspire to break down the synergies of creative play with imaginary worlds. Unstructured playtime in childhood has all but disappeared. Invent-it-yourself make-believe places have all but succumbed in adolescence to ready-made computer games. Adults are discouraged from playing as a waste of time with no relevance to the workplace. Narrow notions of creativity exile the fictive imagination to fantasy arts. And yet, as Michele Root-Bernstein demonstrates by means of historical inquiry, quantitative study and contemporary interview, spontaneous worldplay in childhood develops creative potential, and strategic worldplay in adulthood inspires innovations in the sciences and social sciences as well as the arts and literature. Inventing imaginary worlds develops the skills society needs for inventing the future. For more on Inventing Imaginary Worlds, check out: www.inventingimaginaryworlds.com


Creating Innovators

Creating Innovators

Author: Tony Wagner

Publisher: Simon and Schuster

Published: 2012-04-17

Total Pages: 304

ISBN-13: 1451611498

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Reveals the importance of innovation in American global competitiveness, profiling some of today's most compelling young innovators while explaining how they have succeeded through the unconventional methods of parents, teachers, and mentors.


Creativity, Inc. (The Expanded Edition)

Creativity, Inc. (The Expanded Edition)

Author: Ed Catmull

Publisher: Random House

Published: 2014-04-08

Total Pages: 367

ISBN-13: 0679644504

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The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.


What Matters Now

What Matters Now

Author: Gary Hamel

Publisher: John Wiley & Sons

Published: 2012-01-04

Total Pages: 308

ISBN-13: 1118219082

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This is not a book about one thing. It's not a 250-page dissertation on leadership, teams or motivation. Instead, it's an agenda for building organizations that can flourish in a world of diminished hopes, relentless change and ferocious competition. This is not a book about doing better. It's not a manual for people who want to tinker at the margins. Instead, it's an impassioned plea to reinvent management as we know it—to rethink the fundamental assumptions we have about capitalism, organizational life, and the meaning of work. Leaders today confront a world where the unprecedented is the norm. Wherever one looks, one sees the exceptional and the extraordinary: Business newspapers decrying the state of capitalism. Once-innovative companies struggling to save off senescence. Next gen employees shunning blue chips for social start-ups. Corporate miscreants getting pilloried in the blogosphere. Entry barriers tumbling in what were once oligopolistic strongholds. Hundred year-old business models being rendered irrelevant overnight. Newbie organizations crowdsourcing their most creative work. National governments lurching towards bankruptcy. Investors angrily confronting greedy CEOs and complacent boards. Newly omnipotent customers eagerly wielding their power. Social media dramatically transforming the way human beings connect, learn and collaborate. Obviously, there are lots of things that matter now. But in a world of fractured certainties and battered trust, some things matter more than others. While the challenges facing organizations are limitless; leadership bandwidth isn't. That's why you have to be clear about what really matters now. What are the fundamental, make-or-break issues that will determine whether your organization thrives or dives in the years ahead? Hamel identifies five issues are that are paramount: values, innovation, adaptability, passion and ideology. In doing so he presents an essential agenda for leaders everywhere who are eager to... move from defense to offense reverse the tide of commoditization defeat bureaucracy astonish their customers foster extraordinary contribution capture the moral high ground outrun change build a company that's truly fit for the future Concise and to the point, the book will inspire you to rethink your business, your company and how you lead.


Play. Learn. Innovate

Play. Learn. Innovate

Author: Henrik Sproedt

Publisher: BoD – Books on Demand

Published: 2012

Total Pages: 274

ISBN-13: 3848224313

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"The chosen approach allows HS to move into truly original themes and conclusions. In an argument for the importance of social dynamics as key for innovation he elegantly moves beyond the established norms in innovation literature. HS skillfully manages to avoid a dogmatic critique of existing literature, and instead points to the need for diverse and complementary approaches and the need to combine them through more comprehensive and multi-faceted frameworks. In the work the author demonstrates a comprehensive insight into theories of play and games, and also contributes to knowledge by proposing a linking of different discourses that each in their way deal with social dynamics, e.g. institutional theory, social capital theory and the theory of complex responsive processes of relating." The Assessment Committee.


The Other Side of Innovation

The Other Side of Innovation

Author: Vijay Govindarajan

Publisher: Harvard Business Press

Published: 2010-09-02

Total Pages: 240

ISBN-13: 1422162303

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In their first book, Ten Rules for Strategic Innovators, the authors provided a better model for executing disruptive innovation. They laid out a three-part plan for launching high-risk/high-reward innovation efforts: (1) borrow assets from the existing firms, (2) unlearn and unload certain processes and systems that do not serve the new entity, and (3) learn and build all new capabilities and skills. In their study of the Ten Rules in action, Govindarajan and Trimble observed many other kinds of innovation that were less risky but still critical to the company's ongoing success. In case after case, senior executives expected leaders of innovation initiatives to grapple with forces of resistence, namely incentives to keep doing what the company has always done--rather than develop new competence and knowledge. But where to begin? In this book, the authors argue that the most successful everyday innovators break down the process into six manageable steps: 1. Divide the labor 2. Assemble the dedicated team 3. Manage the partnership 4. Formalize the experiment 5. Break down the hypothesis 6. Seek the truth. The Other Side of Innovation codifies this staged approach in a variety of contexts. It delivers a proven step-by-step guide to executing (launching, managing, and measuring) more modest but necessary innovations within large firms without disrupting their bread-and-butter business.