Working Mother

Working Mother

Author:

Publisher:

Published: 2002-10

Total Pages: 190

ISBN-13:

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The magazine that helps career moms balance their personal and professional lives.


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.


Schools of Thought

Schools of Thought

Author: Rexford Brown

Publisher: Jossey-Bass

Published: 1993-08-10

Total Pages: 322

ISBN-13:

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As a result of his visits to classrooms across the nation, Brown has compiled an engaging, thought-provoking collection of classroom vignettes which show the ways in which national, state, and local school politics translate into changed classroom practices. "Captures the breadth, depth, and urgency of education reform".--Bill Clinton.


The Westing Game

The Westing Game

Author: Ellen Raskin

Publisher: Penguin

Published: 2020-10-13

Total Pages: 242

ISBN-13: 0593118103

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BE CLASSIC with The Westing Game, introduced by New York Times bestselling author Mac Barnett. A highly inventive mystery begins when sixteen unlikely people gather for the reading of the very stranger will of the very read Samuel W. Westing. They could become millionaires, depending on how they play a game. All they have to do is find the answer - but the answer to what? The Westing game is tricky and dangerous, but the heirs play on - through blizzards, burglaries, and bombings, Sam Westing may be dead ... but that won't stop him from playing one last game! Winner of the Newbery Medal Winner of the Boston Globe/Horn Book Award An ALA Notable Book A School Library Journal One Hundred Books That Shaped the Century "A supersharp mystery...confoundingly clever, and very funny." —Booklist, starred review "Great fun for those who enjoy illusion, word play, or sleight of hand." —The New York Times Book Review "A fascinating medley of word games, disguises, multiple aliases, and subterfuges—a demanding but rewarding book." —The Horn Book


The Psychology of Superheroes

The Psychology of Superheroes

Author: Robin S. Rosenberg

Publisher: BenBella Books

Published: 2008-02-09

Total Pages: 274

ISBN-13: 1933771313

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This latest installment in the Psychology of Popular Culture series turns its focus to superheroes. Superheroes have survived and fascinated for more than 70 years in no small part due to their psychological depth. In The Psychology of Superheroes, almost two dozen psychologists get into the heads of today's most popular and intriguing superheroes. Why do superheroes choose to be superheroes? Where does Spider-Man's altruism come from, and what does it mean? Why is there so much prejudice against the X-Men, and how could they have responded to it, other than the way they did? Why are super-villains so aggressive? The Psychology of Superheroes answers these questions, exploring the inner workings our heroes usually only share with their therapists.


Plugged in

Plugged in

Author: Patti M. Valkenburg

Publisher: Yale University Press

Published: 2017-01-01

Total Pages: 341

ISBN-13: 0300218877

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Cover -- Half-title -- Title -- Copyright -- Dedication -- Contents -- Preface -- 1 Youth and Media -- 2 Then and Now -- 3 Themes and Theoretical Perspectives -- 4 Infants, Toddlers, and Preschoolers -- 5 Children -- 6 Adolescents -- 7 Media and Violence -- 8 Media and Emotions -- 9 Advertising and Commercialism -- 10 Media and Sex -- 11 Media and Education -- 12 Digital Games -- 13 Social Media -- 14 Media and Parenting -- 15 The End -- Notes -- Acknowledgments -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z


Reality Is Broken

Reality Is Broken

Author: Jane McGonigal

Publisher: Penguin

Published: 2011-01-20

Total Pages: 334

ISBN-13: 1101475498

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“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.


Other People's Children

Other People's Children

Author: Lisa D. Delpit

Publisher: The New Press

Published: 2006

Total Pages: 258

ISBN-13: 1595580743

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An updated edition of the award-winning analysis of the role of race in the classroom features a new author introduction and framing essays by Herbert Kohl and Charles Payne, in an account that shares ideas about how teachers can function as "cultural transmitters" in contemporary schools and communicate more effectively to overcome race-related academic challenges. Original.


501 GMAT Questions

501 GMAT Questions

Author: LearningExpress (Organization)

Publisher: Learning Express (NY)

Published: 2013

Total Pages: 0

ISBN-13: 9781576859209

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A comprehensive study guide divided into four distinct sections, each representing a section of the official GMAT.


Hoosiers and the American Story

Hoosiers and the American Story

Author: Madison, James H.

Publisher: Indiana Historical Society

Published: 2014-10

Total Pages: 359

ISBN-13: 0871953633

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A supplemental textbook for middle and high school students, Hoosiers and the American Story provides intimate views of individuals and places in Indiana set within themes from American history. During the frontier days when Americans battled with and exiled native peoples from the East, Indiana was on the leading edge of America’s westward expansion. As waves of immigrants swept across the Appalachians and eastern waterways, Indiana became established as both a crossroads and as a vital part of Middle America. Indiana’s stories illuminate the history of American agriculture, wars, industrialization, ethnic conflicts, technological improvements, political battles, transportation networks, economic shifts, social welfare initiatives, and more. In so doing, they elucidate large national issues so that students can relate personally to the ideas and events that comprise American history. At the same time, the stories shed light on what it means to be a Hoosier, today and in the past.