Creative Doodle Games for Trainers, Coaches, Facilitators - Fun Games for Serious Business

Creative Doodle Games for Trainers, Coaches, Facilitators - Fun Games for Serious Business

Author: Lisa Rose

Publisher: Author House

Published: 2013-12-23

Total Pages: 113

ISBN-13: 1491884770

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Humor and innovative engagement can bring new life, commitment and energy to groups that are losing their steam. We all remember childhood fun in creating visual representations of thoughts and ideas, as children we were all experts at this way of seeing the world and things around us. As we grow older we are trained to see things more verbally and, as a result, our vision of situations has become more narrow. Words are limited after all, but by engaging your group in more visual activities through directed (and non-directed) doodling, a whole new perspective can be gained. The doodlevision games and exercises put fun, creativity and humor into business situations and creates an environment where possibilities that may have previously been unrecognized or unanticipated to come to light.


Creative Doodle Games for Trainers, Coaches, Facilitators - Fun Games for Serious Business

Creative Doodle Games for Trainers, Coaches, Facilitators - Fun Games for Serious Business

Author: Lisa Rose

Publisher: Author House

Published: 2013

Total Pages: 115

ISBN-13: 1491884762

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Humor and innovative engagement can bring new life, commitment and energy to groups that are losing their steam. We all remember childhood fun in creating visual representations of thoughts and ideas, as children we were all experts at this way of "seeing" the world and things around us. As we grow older we are trained to see things more verbally and, as a result, our vision of situations has become more narrow. Words are limited after all, but by engaging your group in more visual activities through directed (and non-directed) doodling, a whole new perspective can be gained. The doodlevision games and exercises put fun, creativity and humor into business situations and creates an environment where possibilities that may have previously been unrecognized or unanticipated to come to light.


The Feedback Game

The Feedback Game

Author: Peter Gerrickens

Publisher: Gower Publishing Company, Limited

Published: 1999-12-31

Total Pages: 4

ISBN-13: 9780566081996

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The Systems Thinking Playbook

The Systems Thinking Playbook

Author: Linda Booth Sweeney

Publisher: Chelsea Green Publishing

Published: 2010

Total Pages: 258

ISBN-13: 1603582584

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DVD contains videos illustrating good practice in introducing and running 30 games.


The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration

The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration

Author: Mary Scannell

Publisher: McGraw Hill Professional

Published: 2010-05-28

Total Pages: 240

ISBN-13: 0071743669

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Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.


The Climate Change Playbook

The Climate Change Playbook

Author: Dennis Meadows

Publisher: Chelsea Green Publishing

Published: 2016

Total Pages: 193

ISBN-13: 1603586768

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"The simple, interactive exercises in The Climate Change Playbook can help citizens better understand climate change, diagnose its causes, anticipate its future consequences, and effect constructive change. Adapted from The Systems Thinking Playbook, the twenty-two games are now specifically relevant to climate-change communications and crafted for use by experts, advocates, and educators. Illustrated guidelines walk leaders through setting each game up, facilitating it, and debriefing participants. Users will find games that are suitable for a variety of audiences--whether large and seated, as in a conference room, or smaller and mobile, as in a workshop, seminar, or meeting.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Author: James Paul Gee

Publisher: Macmillan

Published: 2014-12-02

Total Pages: 233

ISBN-13: 1466886420

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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.


Atlanta

Atlanta

Author:

Publisher:

Published: 2003-08

Total Pages: 188

ISBN-13:

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Atlanta magazine’s editorial mission is to engage our community through provocative writing, authoritative reporting, and superlative design that illuminate the people, the issues, the trends, and the events that define our city. The magazine informs, challenges, and entertains our readers each month while helping them make intelligent choices, not only about what they do and where they go, but what they think about matters of importance to the community and the region. Atlanta magazine’s editorial mission is to engage our community through provocative writing, authoritative reporting, and superlative design that illuminate the people, the issues, the trends, and the events that define our city. The magazine informs, challenges, and entertains our readers each month while helping them make intelligent choices, not only about what they do and where they go, but what they think about matters of importance to the community and the region.


Interdisciplinary Design of Game-based Learning Platforms

Interdisciplinary Design of Game-based Learning Platforms

Author: Fengfeng Ke

Publisher: Springer

Published: 2018-12-07

Total Pages: 161

ISBN-13: 3030043398

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This book represents a four-year research and development project. It presents a phenomenological examination and explanation of a functional design framework for games in education. It furnishes a rich description of the experiences and perceptions of performing interdisciplinary collaborative design among experts of very diverse fields, such as learning systems design, architectural design, assessment design, mathematics education, and scientific computing.


Rules of Play

Rules of Play

Author: Katie Salen Tekinbas

Publisher: MIT Press

Published: 2003-09-25

Total Pages: 680

ISBN-13: 9780262240451

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An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.