This book contains activities that act as catalyst for discussions. Some of the topics include expressing emotions, learning names, effects of rumors, gender issues, trust, honor, following directions, creative thinking, frustration, and communication.
A wide range of activities put together by teachers to help teachers focus on specific skills, including listening, following directions, communication, problem-solving, interacting, using teamwork, practicing diversity, and so much more! The activities are fun and easy to understand. Sample questions provide a basis for discussion, and variations help teachers adjust skill levels.
"A must for educators, counselors and trainers who enjoy and understand the benefits of adventure-based activities. This is a book of initiative activities and problem-solving elements that you can create and use to start your own portable experiential challenge program or enhance the program you already have. All of the ideas here are presented with a tight budget in mind. The purpose is to provide a way for human services providers to afford the benefits challenge programming can offer" -- Cover.
Did you know that games can be a terrifically effective way to build team spirit, communication, and trust among people who work together day in and day out? Now you can spark morale in any work group by choosing from 70 stimulating games and activities specifically designed for the manager who's looking to raise sagging morale in a department, liven up boring staff meetings, enable team members to collaborate smoothly and effectively, and much more!
When Hate Happens ... has been written to appeal to a broad, imtelligent, thoughtful, and open-minded readership. While it is grounded in well-documented psychological and sociological research, the use of professional jargon is avoided, in-so-far-as-possible, and the book is written in an informal style that relies on common sense and down-to-earth sociology. What numbers and statistics are used by the author in discussing his own original research findings on manifest hate and its reciprocal negative impacts on society are presented in common sense and non-mathematical terms, so that a lack of mathematical and statistical sophistication should not be an obstacle to understanding. A major stated goal is to encourage, energize, mobilize, and give further direction to those who are already committed to respecting diversity, teaching tolerance, and fighting hate. The concluding chapter identifies several strategies that readers can adopt to attain their shared progressive objectives. Disrespect of diversity, intolerance, and engaging in or indifference to manifest hate, along with currently obscene levels of economic inequality, are among our most immediate and important national issues, and what we choose to do or not to do about them will ultimately determine the fate and very survival of our ever-so-fragile democracy.
Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to happen. Stories based on dozens of interviews include a colorful cast of characters and some solid technical background. The history of games for DOS and the initial challenges of Windows, the surprising source of the earliest Windows games, and much, much more. This is the fascinating prequel to Game of X v.1: Xbox. Key Features Game of X v.2 is the story that leads up to Xbox. It is a story of DOS games, Microsoft culture, the crazy stories around the development and promotion of DirectX and the graphics standards that were required for Xbox to The history of games for DOS and the initial challenges of Windows, the surprising source of the earliest Windows games, and much, much more. This is the fascinating follow-up to Game of X v.1: Xbox Stories based on dozens of interviews include a colorful cast of characters and some solid technical background.
This open access book focuses on how and why digital games and gambling are increasingly intertwined and asks “does this matter?” Looking at how “loot boxes” became the poster child for the convergence of gambling and gaming, Wardle traces how we got here. She argues that the intersection between gambling and gaming cultures has a long lineage, one that can be traced back throughout the 20th century but also incorporates more recent trends like the poker boom of the 1990s, the development of social media gambling products and the development of skin betting markets. Underpinned by changing technology, which facilitated new ways to bet, trade and play, the intersection between gaming and gambling cultures and products has accelerated within the last decade – and shows little signs of stopping. Wardle explores what this means for our understanding of risk, how gaming and gambling entities use each other for commercial advantage, and crucially explores what young people think of this, before making recommendations for action.