For a trivia experience unlike any other, nothing beats this new addition to the always-popular" Scratch & Solve" family. It adds a clever twist to the standard game, because solvers not only get a topic, such as fish, but they're also given two different categories--in this case, Fresh and Saltwater. The challenge is to put each fish on the list into the right grouping. Three wrong answers and you're out! The 45 games include a wide variety of topics, from sports to science, history to pop culture, so there's something for everyone to enjoy. Play it alone, play it head-to-head, or play it emcee-style with a large group.
Suitable for the avid movie buff, this book from the Sit and Solve series is filled with intriguing questions about favourite actors, best pictures, great directors, memorable film lines, super screen moments, behind the scenes gossip and Oscar trademark] wins. It comes in a handy size that can slip in to your bag or pocket.
This fourth volume in the Current Perspectives on School/University/Community Research series brings together the perspectives of authors who are deeply committed to the integration of digital technology with teaching and learning. Authors were invited to discuss either a completed project, a work-in-progress, or a theoretical approach which aligned with one of the trends highlighted by the New Media Consortium’s NMC/CoSN Horizon Report: 2017 K-12 Edition, or to consider how the confluence of interest and action (Thompson, Martinez, Clinton, & Díaz, 2017) among school-university-community collaborative partners in the digital technology in education space resulted in improved outcomes for all—where “all” is broadly conceived and consists of the primary beneficiaries (the students) as well as the providers of the educational opportunities and various subsets of the community in which the integrative endeavors are enacted. The chapters in this volume are grouped into four sections: Section 1 includes two chapters that focus on computational thinking/coding in the arts (music and visual arts); Section 2 includes three chapters that focus on the instructor in the classroom, preservice teacher preparation, and pedagogy; Section 3 includes four chapters that focus on building the academic proficiency of students; and Section 4 includes two chapters that focus on the design and benefits of school-university-community collaboration.
Think youre a "scratch golfer" solver-someone whos good at the game and knows its ins and outs? Don Wade, a former senior editor at Golf Digest and frequent TV commentator, has a challenge! Take a stroll down golfs memory lane with the famous, the infamous, the obscure, the weird, the historic, the very unexpected and the largely forgotten. These multiple-choice questions cover the players, the tournaments, the course architects, and more.
Inspired by Brown University’s beloved course—The Entrepreneurial Process—Danny Warshay’s See, Solve, Scale is a proven and paradigm-shifting method to unlocking the power of entrepreneurship. The Entrepreneurial Process, one of Brown University’s highest-rated courses, has empowered thousands of students to start their own ventures. You might assume these ventures started because the founders were born entrepreneurs. You might assume that these folks had technical or finance degrees, or worked at fancy consulting firms, or had some other specialized knowledge. Yet that isn’t the case. Entrepreneurship is not a spirit or a gift. It is a process that anyone can learn, and that anyone can use to turn a problem into a solution with impact. In See, Solve, Scale, Danny Warshay, the creator of the Entrepreneurial Process course and founding Executive Director of Brown’s Center for Entrepreneurship, shares the same set of tools with aspiring entrepreneurs around the world. He overturns the common misconception that entrepreneurship is a hard-wired trait or the sole province of high-flying MBAs, and provides a proven method to identify consequential problems and an accessible process anyone can learn, master, and apply to solve them. Combining real-world experience backed by surprising research-based insights, See, Solve, Scale guides the reader through forming a successful startup team and through the three steps of the process: find and validate a problem, develop an initial small-scale solution, and scale a long-term solution. It also details eleven common errors of judgment that entrepreneurs make when they rely on their intuition and provides instruction for how to avoid them. Leveraging Warshay’s own entrepreneurship successes and his 15 years of experience teaching liberal arts students, See, Solve, Scale debunks common myths about entrepreneurship and empowers everyone, especially those who other entrepreneurship books have ignored and left behind. Its lasting message: Anyone can take a world-changing idea from conception to breakthrough entrepreneurial success.
A down-home, feel-good debut Southern romance, From Scratch explores one woman’s journey back home to Dallas, Texas, where her family is cooking up a plan that doesn’t quite suit her tastes… Thirty-year-old Lillie Turner grew up with maple syrup stuck to her skin and bacon grease splattered on her clothes, courtesy of working in the family diner. Thank goodness she escaped all that when she moved to Chicago five years ago. Now a successful strategy consultant and newly engaged to a man who complements her like biscuits and gravy, she has everything she wants. When an urgent phone call about her father’s health pulls Lillie back to Dallas, she soon learns it was a ruse to bring her home so she can run the diner she’d rather avoid and compete in the Upper Crust, an annual baking competition, with no option to withdraw. Lillie is furious and ready to run back to Chicago, but her father’s haggard appearance makes her wonder if he’s hiding something. Things go from bad to worse when Nick, her handsome ex and the only man she ever truly loved, reappears, looking as scrumptious as ever. Lillie’s trip home forces her to question the path she’s chosen, find her place in the family she abandoned, and wonder if the life she left behind is what she really wants after all.
Hangman Puzzles takes the famous two-player game and turns it into a one-player trivia game of deduction. Each puzzle comes with a category and a visual hint to help you solve the puzzle. Scratch off the letter's clue to find what position(s) in the phrase the letter falls on. If you guess wrong, you add another segment to the poor man's body. Guess wrong five times and you lose. If you run out of guesses, an answer key in the back will help fill in the blanks. From simple vocabulary to extended quotes, you'll be guessing to solve a variety of words and phrases. Spiral bound, 128 pages
This book covers the latest advances in playful user interfaces – interfaces that invite social and physical interaction. These new developments include the use of audio, visual, tactile and physiological sensors to monitor, provide feedback and anticipate the behavior of human users. The decreasing cost of sensor and actuator technology makes it possible to integrate physical behavior information in human-computer interactions. This leads to many new entertainment and game applications that allow or require social and physical interaction in sensor- and actuator-equipped smart environments. The topics discussed include: human-nature interaction, human-animal interaction and the interaction with tangibles that are naturally integrated in our smart environments. Digitally supported remote audience participation in artistic or sport events is also discussed. One important theme that emerges throughout the book is the involvement of users in the digital-entertainment design process or even design and implementation of interactive entertainment by users themselves, including children doing so in educational settings.
Teach kids the concepts of coding in easy-to-understand language and help them develop games of their own with The Everything Kids’ Scratch Coding Book! Understanding computer science is becoming a necessity in the modern age. As our world shifts towards becoming increasingly more technical and automated, the ability to code and understand computers has become one of the most valuable skills any child can have on the road to a successful life. More and more schools are recognizing this importance and have started to implement computer science and coding as core elements in their curriculums, right alongside math and history. The Everything Kids’ Scratch Coding Book helps children get a head start on this new essential skill, with Scratch coding—a language designed by MIT specifically to help a younger audience learn to code. In no time, children will learn basic coding concepts, build fun games, and get a competitive edge on their classmates. This book encourages children to think analytically and problem-solve, while helping them develop an essential skill that will last them a lifetime.
We live in a time of educational transformations towards more 21st century pedagogies and learning. In the digital age children and young people need to learn critical thinking, creativity and innovation and the ability to solve complex problems and challenges. Traditional pedagogies are in crisis and many pupils experience school as both boring and irrelevant. As a response educators and researchers need to engage in transforming education through the invention of new designs in and for learning. This book explores how games can provide new ideas and new designs for future education. Computer games have become hugely popular and engaging, but as is apparent in this book, games are not magical solutions to making education more engaging, fun and relevant. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologists and researchers interested in changing educational practices. Based on contributions from Scandinavian researchers, the book highlights participatory approaches to research and practice by providing more realistic experiences and models of how games can facilitate learning in school.