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game to grow training: Therapeutically Applied Role-Playing Games Elizabeth D. Kilmer, Adam D. Davis, Jared N. Kilmer, Adam R. Johns, 2023-04-05 Therapeutically Applied Role-Playing Games provides a comprehensive approach to implementing therapeutically applied role-playing game (TA-RPG) groups for mental health practitioners. When facilitated by a trained professional, TA-RPGs are a powerful tool for insight, growth, and change for individuals and communities. The Game to Grow Method of Therapeutically Applied Role-Playing Games is a transdiagnostic, transtheoretical, group intervention developed over a decade of practice using Dungeons & Dragons and other popular tabletop role-playing game systems, as well as leveraging therapeutic factors from acceptance and commitment therapy, marriage and family therapy, drama therapy, and interpersonal process groups. TA-RPGs are conceptualized as a gaming system layered on top of established intervention techniques. They can accommodate a multitude of game systems and align with theoretical mechanisms for change found across therapeutic orientations. This work serves as a comprehensive training manual for TA-RPGs, providing a valuable resource for mental health professionals interested in incorporating TA-RPGs into their practice. |
game to grow training: Mindset Carol S. Dweck, 2007-12-26 From the renowned psychologist who introduced the world to “growth mindset” comes this updated edition of the million-copy bestseller—featuring transformative insights into redefining success, building lifelong resilience, and supercharging self-improvement. “Through clever research studies and engaging writing, Dweck illuminates how our beliefs about our capabilities exert tremendous influence on how we learn and which paths we take in life.”—Bill Gates, GatesNotes “It’s not always the people who start out the smartest who end up the smartest.” After decades of research, world-renowned Stanford University psychologist Carol S. Dweck, Ph.D., discovered a simple but groundbreaking idea: the power of mindset. In this brilliant book, she shows how success in school, work, sports, the arts, and almost every area of human endeavor can be dramatically influenced by how we think about our talents and abilities. People with a fixed mindset—those who believe that abilities are fixed—are less likely to flourish than those with a growth mindset—those who believe that abilities can be developed. Mindset reveals how great parents, teachers, managers, and athletes can put this idea to use to foster outstanding accomplishment. In this edition, Dweck offers new insights into her now famous and broadly embraced concept. She introduces a phenomenon she calls false growth mindset and guides people toward adopting a deeper, truer growth mindset. She also expands the mindset concept beyond the individual, applying it to the cultures of groups and organizations. With the right mindset, you can motivate those you lead, teach, and love—to transform their lives and your own. |
game to grow training: Training Games Susan El-Shamy, 2023-07-03 Games constitute a wonderful tool for engaging learners and reinforcing learning.This is a practical and entertaining introduction to using games and structured learning activities in training. It is the first book to combine gaming rationale, hands-on advice and sample games. Susan El-Shamy begins with an overview of the benefits of using games, touches on the learning psychology foundations of game playing, describes the most common types of games, and provides guidelines for choosing games appropriate for given objectives.She offers seasoned advice on how to set up and conduct games and on how to assess their effectiveness. She concludes with suggestions on how to adapt existing games and activities to new purposes and, beyond that, on how the reader can create and design his or her own games.The book includes a resource list of commercially available games and related Web sites.Susan El-Shamy admirably succeeds in demonstrating how games promote serious learning in adult training. If you are new to games, this book will allay your concerns about using them. If you are a veteran user of games, here are new ideas, including an introduction to e-games. All readers will appreciate the Ultimate Training Games Assessment form for evaluating games and as a guide to creating their own. |
game to grow training: Design and Implementation of Educational Games: Theoretical and Practical Perspectives Zemliansky, Pavel, Wilcox, Diane, 2010-04-30 This book will give readers a solid understanding of issues in educational game design and deployment in the classroom--Provided by publisher. |
game to grow training: Game Play Jessica Stone, Charles E. Schaefer, 2019-10-24 The essential guide to game play therapy for mental health practitioners The revised and updated third edition of Game Play Therapy offers psychologists and psychiatrists a guide to game play therapy’s theoretical foundations and contains the practical applications that are appropriate for children and adolescents. Game playing has proven to invoke more goal-directed behavior, has the benefit of interpersonal interaction, and can perform a significant role in the adaptation to one's environment. With contributions from noted experts in the field, the third edition contains information on the time-tested, classic games and the most recent innovations and advances in game play approaches. Game Play Therapy’s revised third edition (like the previous editions) continues to fill a gap in the literature by offering mental health practitioners the information needed to understand why and how to use this intervention effectively. The contributors offer advice for choosing the most useful games from the more than 700 now available and describe the fundamentals of administering the games. This important updated book: Contains material on the recent advances in the field including information on electronic games and disorder-specific games Includes illustrative case studies that explore the process of game therapy Reviews the basics of the underlying principles and applications of game therapy Offers a wide-range of games with empirical evidence of the effectiveness of game therapy Written for psychologists, psychiatrists, and other mental health clinicians, the revised third edition of Game Play Therapy offers a guide that shows how to apply game therapy techniques to promote socialization, encourage the development of identity and self-esteem, and help individuals master anxiety. |
game to grow training: The Inner Game of Tennis W. Timothy Gallwey, 1997-05-27 The timeless guide to achieving the state of “relaxed concentration” that’s not only the key to peak performance in tennis but the secret to success in life itself—now in a 50th anniversary edition with an updated epilogue, a foreword by Bill Gates, and an updated preface from NFL coach Pete Carroll “Groundbreaking . . . the best guide to getting out of your own way . . . Its profound advice applies to many other parts of life.”—Bill Gates, GatesNotes (“Five of My All-Time Favorite Books”) This phenomenally successful guide to mastering the game from the inside out has become a touchstone for hundreds of thousands of people. Billie Jean King has called the book her tennis bible; Al Gore has used it to focus his campaign staff; and Itzhak Perlman has recommended it to young violinists. Based on W. Timothy Gallwey’s profound realization that the key to success doesn’t lie in holding the racket just right, or positioning the feet perfectly, but rather in keeping the mind uncluttered, this transformative book gives you the tools to unlock the potential that you’ve possessed all along. “The Inner Game” is the one played within the mind of the player, against the hurdles of self-doubt, nervousness, and lapses in concentration. Gallwey shows us how to overcome these obstacles by trusting the intuitive wisdom of our bodies and achieving a state of “relaxed concentration.” With chapters devoted to trusting the self and changing habits, it is no surprise then, that Gallwey’s method has had an impact far beyond the confines of the tennis court. Whether you want to play music, write a novel, get ahead at work, or simply unwind after a stressful day, Gallwey shows you how to tap into your utmost potential. In this fiftieth-anniversary edition, the principles of the Inner Game shine through as more relevant today than ever before. No matter your goals, The Inner Game of Tennis gives you the definitive framework for long-term success. |
game to grow training: Oh Crap! Potty Training Jamie Glowacki, 2015-06-16 From potty-training expert and social worker Jamie Glowacki, who’s already helped over half a million families successfully toilet train their preschoolers, comes a newly revised and updated guide that’s “straight-up, parent-tested, and funny to boot” (Amber Dusick, author of Parenting: Illustrated with Crappy Pictures). Worried about potty training? Let Jamie Glowacki, potty-training expert, show you how it’s done. Her six-step, proven process to get your toddler out of diapers and onto the toilet has already worked for tens of thousands of kids and their parents. Here’s the good news: your child is probably ready to be potty trained EARLIER than you think (ideally, between 20–30 months), and it can be done FASTER than you expect (most kids get the basics in a few days—but Jamie’s got you covered even if it takes a little longer). If you’ve ever said to yourself: -How do I know if my kid is ready? -Why won’t my child poop in the potty? -How do I avoid “potty power struggles”? -How can I get their daycare provider on board? -My kid was doing so well—why is he regressing? -And what about nighttime?! Oh Crap! Potty Training can solve all of these (and other) common issues. This isn’t theory, you’re not bribing with candy, and there are no gimmicks. This is real-world, from-the-trenches potty training information—all the questions and all the answers you need to do it once and be done with diapers for good. |
game to grow training: Strategic Management Henk W Volberda, Rick M. A. Hollen, Joana R. Pereira, Jatinder S. Sidhu, Kevin Heij, 2024-01-10 In the quest for competitive advantage, navigating change can be daunting. Following a unique, four-part structure focussing on & confronting strategic issues, sensing opportunities and threats choosing strategies and transforming organizations, this essential textbook offers a fresh and provocative perspective on strategic management. Covering the latest theories and concepts and taking an action-oriented approach, the book includes: • Cutting-edge content on the confront-sense-choose-transform stages of strategic management such as purpose and sustainability, emerging technologies, ecosystems and platforms, and business model innovation • Four diagnostic chapters providing practical tools for each stage of the strategy process • Nearly 70 case studies of internationally recognisable companies like Airbnb, Ben & Jerry’s, Epic Games store, Hilton, Icebreaker, McDonald’s, Nestlé, Northvolt, Tesla and PayPay • ‘Key Debate’ boxes outlining opposing perspectives on hot topics in the strategy field and ‘Strategic Focus’ boxes digging deeper into contemporary phenomena Instructors can access a range of online resources, including a teaching guide complete with case study teaching notes, further reading and video links, PowerPoints and a bank of additional case studies. Suitable for undergraduate and postgraduate students of strategy, Strategic Management: From Confrontation to Transformation will help you grow your knowledge and experience of developing and implementing strategy in the real world. Henk W. Volberda is Professor of Strategy & Innovation at the Amsterdam Business School, University of Amsterdam. Rick M.A. Hollen is a Lecturer and Researcher at the Strategy & International Business section of the Amsterdam Business School, University of Amsterdam and a Managing Research Associate at the Amsterdam Centre for Business Innovation (ACBI). Joana R. Pereira is Lecturer in the Strategy and Organization group of Leeds University Business School, University of Leeds. Jatinder S. Sidhu is Professor and Chair in Strategic Management and Organization at Leeds University Business School, University of Leeds. Kevin Heij is Senior Researcher of the Amsterdam Centre for Business Innovation at the Amsterdam Business School, University of Amsterdam. |
game to grow training: SuperBetter Jane McGonigal, 2015-09-15 A remarkable life plan based on the game the author herself and hundreds of thousands of others have used to leap from trauma and setbacks to recovery and personal growth You are stronger than you know. You are surrounded by potential allies. You are a hero to others. These three qualities are all it takes to become more resilient in the face of any challenge. SuperBetter will show you that accessing this power is as easy as playing a game. In 2009, game designer and author Jane McGonigal got a bad concussion that wouldn't heal. She became anxious and depressed, even suicidal--a common symptom for concussion sufferers. But rather than let herself sink further, she decided to get better by doing what she does best: she turned her recovery process into a game. The game became a blog. The blog became a digital game, then an online portal and a major research study, then a TED talk with 4.5 million views. Today more than 250,000 people have played SuperBetter. But the ideas behind SuperBetter are much bigger than the game: we can cultivate the same powers of recovery and resilience simply by applying its core concepts in everyday life, by being gameful in the face of stress. Being gameful means bringing the psychological strengths you naturally display when you play games--such as optimism, creativity, courage, and determination--to real world situations. SuperBetter the book integrates seven basic rules into challenges the reader can undertake while reading, and explains the science behind the benefits. Playing by the seven rules begins to yield life-changing benefits in a matter of days, and eventually they become an ingrained skillset. As inspiring as it is down-to-earth, SuperBetter is self-help for the rest of us. Grounded in rigorous research and powered by game design, it is nothing less than an accessible, real-time guide to living a better life. |
game to grow training: Writing for Visual Media Anthony Friedmann, 2014-04-16 This updated edition of Writing for Visual Media will enable you to understand the nature of visual writing that lies behind the content of all visual media. This unique kind of writing must communicate to audiences through content producers, since audiences don’t read the script. Most media content provides a solution to a communication problem, which the writer must learn to analyze and solve before writing the script. The Fourth Edition strengthens the method for creating content and writing in the correct language and established format for each visual medium, including commercial communication such as ads and PSAs, corporate communications, and training. An extended investigation into dramatic theory and how entertainment narrative works is illustrated by examples and detailed analysis of scenes, scripts and storylines, designed to save writers from typical pitfalls and releasing your creative powers of invention. Writing for Visual Media will help you to develop an improved foundation for understanding interactive media and writing for non-linear content, while gaining the tools to effectively connect with your audience like a professional. Purchase of this book includes access to the companion website, which provides: Sample scripts and video clips of those produced scripts An interactive glossary of camera shots, movements, and transitions Storyboards, scripts, screenplays, and links to industry resource Instructor materials such as PowerPoint lecture slides, a sample syllabus, and a test bank. Visit the site at www.routledgetextbooks.com/textbooks/9780415815857 |
game to grow training: Games, Simulations and Playful Learning in Business Education Elliott, Caroline, Guest, Jon, Vettraino, Elinor, 2021-08-27 Games, Simulations and Playful Learning in Business Education takes a fresh, insightful look at original and innovative ways of incorporating games, simulations and play to enhance the quality of higher education learning and assessment across business and law disciplines. Chapters cover wide-ranging business areas such as marketing, accounting and strategy and include practical advice, tips and thoughts on how to strengthen existing learning techniques to include a fun element. |
game to grow training: Learning and Education Games: Volume Two: Bringing Games into Educational Contexts Karen Schrier Shaenfeld, 2016 The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association). |
game to grow training: Experiential Training Activities for Outside and in Carmine M. Consalvo, 1993 Physically engaging activities usable in an outdoor setting. While there are definite benefits to staging these activities outside, most of them work equally well indoors and only require readily available, low-cost materials. Complete set-up instructions and game guidelines are included for all 36 exercises. Each activity takes between 1 and 3 hours |
game to grow training: Changing the Game John O'Sullivan, 2013-12-01 The modern day youth sports environment has taken the enjoyment out of athletics for our children. Currently, 70% of kids drop out of organized sports by the age of 13, which has given rise to a generation of overweight, unhealthy young adults. There is a solution. John O’Sullivan shares the secrets of the coaches and parents who have not only raised elite athletes, but have done so by creating an environment that promotes positive core values and teaches life lessons instead of focusing on wins and losses, scholarships, and professional aspirations. Changing the Game gives adults a new paradigm and a game plan for raising happy, high performing children, and provides a national call to action to return youth sports to our kids. |
game to grow training: Instructional Design: Concepts, Methodologies, Tools and Applications Management Association, Information Resources, 2011-03-31 Successful educational programs are often the result of pragmatic design and development methodologies that take into account all aspects of the educational and instructional experience. Instructional Design: Concepts, Methodologies, Tools and Applications presents a complete overview of historical perspectives, new methods and applications, and models in instructional design research and development. This three-volume work covers all fundamental strategies and theories and encourages continued research in strengthening the consistent design and reliable results of educational programs and models. |
game to grow training: The Complete Step-by-step Guide to Designing and Teaching Online Courses Joan Thormann, Isa Kaftal Zimmerman, 2012-03-16 In this valuable resource, experts share deep knowledge including practical how-to and preventive trouble-shooting tips. Instructors will learn about course design and development, instructional methods for online teaching, and student engagement and community building techniques. The book contains successful teaching strategies, guidance for facilitating interactions and responding to diversity, and assessments, as well as future directions for online learning. With many field-tested examples and practice assignments, and with voices from students, teachers, and experts, this book arms instructors and administrators with the tools they need to teach effective and empowering online courses. This one-stop resource addresses all of the core elements of online teaching in terms that are universally applicable to any content area and at any instructional level. |
game to grow training: Green Metaverse for Greener Economies Sukanta Kumar Baral, Richa Goel, Tilottama Singh, Rakesh Kumar, 2024-06-28 This book reviews Metaverse, the possibilities and difficulties of sustainable development, and policy suggestions, especially within the context of the 2030 Agenda. Green Metaverse for Greener Economies examines how the metaverse holds the potential to significantly reduce carbon emissions, whether through the replacement of physical goods with digital ones, the substitution of in-person interactions with virtual ones, or the creation of digital twins that will aid in the optimization of the physical world, from the planet to specific individuals thereby leading to sustainable world. The book includes a number of case studies, exploratory studies utilizing quantitative analysis, scientific studies, and qualitative studies to demonstrate how metaverse leading innovation and technology aids to achieve business sustainability in the emerging economies while also having an impact on the global economy (SDGs). This book will be useful for engineers, managers, and policy makers working on improving sustainability and reducing their carbon emissions through more energy-efficient processes. Features: Shares essential policy tools on innovation and technology for sustainable computing. Reviews metaverse, the possibilities and difficulties of sustainable development, and policy suggestions, especially within the context of the 2030 Agenda. Explores green technology concept, difficulties, and challenges ahead. Includes several case studies, exploratory studies utilizing quantitative analysis, scientific studies, and qualitative studies to demonstrate how metaverse leading innovation. Explores innovative technology in sustainable society like digital transformational, metaverse in business management, and innovative technology in healthcare. |
game to grow training: The Power of Games William B Rouse, 2024-09-18 Games have long played a central role in society – actually a central role in the animal kingdom. Their play provides primary behavioral mechanisms that enable animals to learn and socialize. Indeed, play is a core animal activity. The principal focus of this book is on how games foster human playing, learning, and competing, including how we can design games to do this better. The author provides a wealth of real-world examples of how he created games for clients in the domains of education, energy, healthcare, national security, and transportation. He has focused on training and aiding for strategic thinking, product planning, technology development, and business operations. The technologies underlying these games became increasingly sophisticated. This has taken on greater significance as the gaming industry has grown and prospered. Gaming revenues now dwarf film and theater. New games released gain millions of sales within a few days of release. What makes games so appealing? What is the psychology of gaming? Does it vary for card games, board games, simulation games, and online games? What makes a game successful over years? What about sports games? What sociological roles do they play in our society? Why do they claim such energy and devotion? Why are sports stars able to earn enormous contracts? What is the business of these games? Why is it expected to be increasingly lucrative? What strategies might succeed or fail? Who might be the losers and winners? This book addresses all of these questions as well as an overarching question for society – Can online games fundamentally enhance the education of employees and students? The author is convinced they can. This requires, however, that games be designed to achieve these ends. This book is intended to contribute to understanding how to create and evaluate such games. Essentially, games enable employees and managers to play, learn, compete, and achieve in terms of knowledge and skills gained, competencies attained, customers attracted, and economic outcomes. This book explains, illustrates, and motivates investments in these pursuits to these ends. |
game to grow training: Grow Your Own Leaders William C. Byham, Audrey B. Smith, Matthew J. Paese, 2002 Today's enterprises face a profound leadership crisis - and the speed of business has far outstripped conventional executive development systems. In Grow Your Own Leaders, three world-renowned experts introduce an entirely new approach for identifying tomorrow's leaders within your own organization, accelerating their development, and deploying them immediately, to address new challenges wherever they emerge. |
game to grow training: Proceedings of the 17th European Conference on Game-Based Learning Ton Spil, Guido Bruinsma , Luuk Collou, 2023-10-05 These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA. |
game to grow training: The Educator's Guide to Designing Games and Creative Active-Learning Exercises Joe Bisz, Victoria L. Mondelli, 2023 Every educator's imaginative instincts will be guided by this book's practical design method, which harnesses the power of play for student learning. Teachers from all disciplines and levels can create a full spectrum of engaging exercises through the authors' six accessible ALLURE steps: Ask where to apply the play. List the mental moves. Link the mental moves to the play. Understand how the learning principles operate. Run the activity-game. Evaluate the learner experience. Along with principles from game-based learning pedagogy, readers will explore a framework of original complex mechanic teaching templates, which will help their fledgling instructional activities cross the bridge into fully formed games. Beginners and veterans will find multiple entry points, from adding a single playful element (student roles to discussions) to more elaborate designs (riddles and simulations). They will also learn different levels of producing physical tabletop components (cards, boards, plastic pieces) or light digital options (discussion board riddles, Google Slides games). Born from the authors' extensive experiences running professional development workshops, this guide has been frequently requested by teachers at the secondary school and college levels, librarians, instructional designers, and others caught by the allure of educational games and play. Book Features: Offers hands-on, practical advice about how to be more playful with your students, with a focus on nondigital activities and games. Written in the language of instructional design, so advanced knowledge about games or technology is not required. Provides creative instructional techniques that will boost student engagement for both in-person and online instruction. Includes more than two dozen original illustrations and designs to aid understanding. Addresses the need for accessible, inclusive learning environments. |
game to grow training: The Feedback Game Peter Gerrickens, 1999-12-31 |
game to grow training: What Video Games Have to Teach Us About Learning and Literacy. Second Edition James Paul Gee, 2014-12-02 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. |
game to grow training: Digital Game-based Learning Marc Prensky, 2001 A revolutionary new approach to game-based learning, Digital Game-Based Learning shows businesses how to effectively train their under-30 workers through the use of twitch-speed games, computer games, and more. |
game to grow training: Guidelines for Game-based Learning Maja Pivec, 2004 Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. Games have high presence in non-formal and informal segments of learning. Unfortunately, in formal education games are still often seen just as an unserious activity and the potentials of games for learning stay undiscovered. How to design effective learning opportunities? Why is learning by experience often more efficient than learning by studying? How to provide the learning experiences needed to respond to current challenges? Using computer games and games in general for learning purposes offers a variety of knowledge presentations and creates opportunities to apply the knowledge within a virtual world, thus supporting and facilitating the learning process. |
game to grow training: The Champion's Mind Jim Afremow, 2015-05-15 Even among the most elite performers, certain athletes stand out as a cut above the rest, able to outperform in clutch, game-deciding moments. These athletes prove that raw athletic ability doesn't necessarily translate to a superior on-field experience—its the mental game that matters most. Sports participation—from the recreational to the collegiate Division I level—is at an all-time high. While the caliber of their games may differ, athletes at every level have one thing in common: the desire to excel. In The Champion's Mind, sports psychologist Jim Afremow, PhD, offers the same advice he uses with Olympians, Heisman Trophy winners, and professional athletes, including: • How to get in a zone, thrive on a team, and stay humble • How to progress within a sport and sustain long-term excellence • Customizable pre-performance routines to hit full power when the gun goes off or the puck is dropped With hundreds of useful tips, breakthrough science, and cutting-edge workouts from the world's top trainers, The Champion's Mind will help you shape your body to ensure a longer, healthier, happier lifetime. |
game to grow training: The Gamification of Learning and Instruction Karl M. Kapp, 2012-05-01 Karl has written the definitive guide to gamification, which itself is accessible and engaging. He brings trends to life and illustrates the principles of gamification through numerous examples from real-world games.... There is no doubt that 'gamification' is an important and powerful weapon in the arsenal for learning, marketing, and behavior change of any kind. This book is a valuable guide for all who are trying to understand or adopt these important design principles. —FROM THE FOREWORD BY KEVIN KRUSE Games create engagement—the corner-stone of any positive learning experience. With the growing popularity of digital games and game-based interfaces, it is essential that gamification be part of every learning professional's tool box. In this comprehensive resource, international learning expert Karl M. Kapp reveals the value of game-based mechanics to create meaningful learning experiences. Drawing together the most current information and relevant research in one resource, The Gamification of Learning and Instruction shows how to create and design games that are effective and meaningful for learners. Kapp introduces, defines, and describes the concept of gamification and then dissects several examples of games to determine the elements that provide the most positive results for the players. He explains why these elements are critical to the success of learning. The Gamification of Learning and Instruction is based on solid research and the author includes peer-reviewed results from dozens of studies that offer insights into why game-based thinking and mechanics makes for vigorous learning tools. Not all games or gamification efforts are the same, the gamification of learning and instruction requires matching instructional content with the right game mechanics and game thinking. Moving beyond the theoretical considerations, the author explores how to design and develop gamification efforts. Kapp discusses how to create a successful game design document and includes a model for managing the entire game and gamification design process. The Gamification of Learning and Instruction provides learning professional with the help they need to put the power of game design to work. Follow Karl on his widely-read Kapp Notes blog at www.kaplaneduneering.com/kappnotes/ |
game to grow training: Handbook of Improving Performance in the Workplace, Instructional Design and Training Delivery Kenneth H. Silber, Wellesley R. Foshay, 2009-12-09 With the contributions from leading national and international scholars and practitioners, this volume provides a state-of-the-art look at ID, addressing the major changes that have occurred in nearly every aspect of ID in the past decade and provides both theory and how-to information for ID and performance improvement practitioners practitioners who must stay current in their field. This volume goes beyond other ID references in its approach: it is useful to students and practitioners at all levels; it is grounded in the most current research and theory; and it provides up-to-the-minute coverage of topics not found in any other ID book. It addresses timely topics such as cognitive task analysis, instructional strategies based on cognitive research, data collection methods, games, higher-order problem-solving and expertise, psychomotor learning, project management, partnering with clients, and managing a training function. It also provides a new way of looking at what ID is, and the most comprehensive history of ID ever published. Sponsored by International Society for Performance Improvement (ISPI), the Handbook of Improving Performance in the Workplace, three-volume reference, covers three core areas of interest including Instructional Design and Training Delivery, Selecting and Implementing Performance Interventions, and Measurement and Evaluation. |
game to grow training: War Play Corey Mead, 2013-09-17 A behind-the-scenes look at how the military uses video game technology to train soldiers, treat veterans, and entice new recruits. How does the U.S. military train its soldiers for new forms of armed conflict, all within the constraints of diminished defense budgets? Increasingly, the answer is cutting-edge video game technology. Corey Mead shows us training sessions where soldiers undertake multiplayer “missions” that test combat skills, develop unit cohesion, and teach cultural awareness. He immerses himself in 3-D battle simulations so convincing that they leave his heart racing. And he shows how the military, which has shaped American education more than any other force over the last century, fuels the adoption of games as learning tools—and recruitment come-ons. Mead also details how the military uses games to prepare soldiers for their return to the home front and to treat PTSD. Military-funded researchers were closely involved with the computing advances that led to the invention of the Internet. Now, as Mead proves, we are poised at the brink of a similar explosion in game technology. War Play reveals that many of tomorrow’s teaching tools, therapies, and entertainments can be found in today’s military. |
game to grow training: Teaching Entrepreneurship Heidi M. Neck, Patricia G. Greene, Candida G. Brush, 2014-06-27 Teaching Entrepreneurship advocates teaching entrepreneurship using a portfolio of practices, including play, empathy, creation, experimentation, and reflection. Together these practices help students develop the competency to think and act entrepreneu |
game to grow training: Human Factors in Simulation and Training Dennis A. Vincenzi, Mustapha Moloua, Peter A Hancock, James A. Pharmer, James C. Ferraro, 2023-08-30 Human Factors in Simulation and Training: Theory and Methods covers theoretical concepts on human factors principles as they apply to the fields of simulation and training in the real world. This book discusses traditional and nontraditional aspects of simulation and training. Topics covered include simulation fidelity, transfer of training, limits of simulation and training, virtual reality in the training environment, simulation-based situation awareness training, automated performance measures, performance assessment in simulation, adaptive simulation-based training, and scoring simulations with artificial intelligence This book will be a valuable resource for professionals and graduate students in the fields of ergonomics, human factors, computer engineering, aerospace engineering and occupational health and safety. |
game to grow training: Growing Women in Ministry Anna R. Morgan, 2024-10-29 While many aspects of leadership development are similar for women and men, women face different cultural expectations and have different experiences than their male counterparts. Anna Morgan's own experiences in pastoral ministry leadership launched her search for a holistic way to grow the skills, influence, and authority of women who are gifted and called as leaders. This book provides a positive, comprehensive, research-based model for developing women in church and ministry leadership. Morgan identifies seven aspects of leadership development that form a woman over her lifetime. Three work inwardly as a woman grows in leadership: spiritual calling, giftedness, and emotional intelligence. Four work externally to shape her authority and influence: home life supports, ministry leadership contexts, leadership relationships, and communication. Growing Women in Ministry offers a new way to understand how women leaders are formed and how they rise to become influential leaders in positions of authority in churches and ministries. It is written in a clear, accessible style for both female ministry leaders and men seeking to promote female leaders. It includes policy suggestions, strategies, values for ideal growing conditions, and discussion questions, making it an ideal resource for ministry, practical theology, and leadership courses, church and parachurch leaders, and pastors. |
game to grow training: Learning with Digital Games Nicola Whitton, 2009-09-10 Written for Higher Education teaching and learning professionals, Learning with Digital Games provides an accessible, straightforward introduction to the field of computer game-based learning. Up to date with current trends and the changing learning needs of today’s students, this text offers friendly guidance, and is unique in its focus on post-school education and its pragmatic view of the use of computer games with adults. Learning with Digital Games enables readers to quickly grasp practical and technological concepts, using examples that can easily be applied to their own teaching. The book assumes no prior technical knowledge but guides the reader step-by-step through the theoretical, practical and technical considerations of using digital games for learning. Activities throughout guide the reader through the process of designing a game for their own practice, and the book also offers: A toolkit of guidelines, templates and checklists. Concrete examples of different types of game-based learning using six case studies. Examples of games that show active and experiential learning Practical examples of educational game design and development. This professional guide upholds the sound reputation of the Open and Flexible Learning series, is grounded in theory and closely links examples from practice. Higher Education academics, e-learning practitioners, developers and training professionals at all technical skill levels and experience will find this text is the perfect resource for explaining how to integrate computer games into their teaching practice. A companion website is available and provides up-to-date technological information, additional resources and further examples. |
game to grow training: Understanding Motivation and Emotion Johnmarshall Reeve, 2018-01-18 The past ten years have seen an explosion of useful research surrounding human motivation and emotion; new insights allow researchers to answer the perennial questions, including What do people want? and Why do they want what they want? By delving into the roots of motivation, the emotional processes at work, and the impacts on learning, performance, and well-being, this book provides a toolbox of practical interventions and approaches for use in a wide variety of settings. In the midst of the field's golden age, there has never been a better time to merge new understanding and practical application to improve people’s lives. Useful in schools, the workplace, clinical settings, health care, sports, industry, business, and even interpersonal relationships, these concepts are profoundly powerful; incorporated into the state-of-the-art intervention programs detailed here, they can enhance people's motivation, emotion, and outlook while answering the core questions of any human interaction. |
game to grow training: Growth and Education John Mason Tyler, 1907 |
game to grow training: God in Two Minutes Prem Kamble, 2011-10-01 Is God a Myth? Like several myths of the pre-science and pre-mathematics era, is god a myth of the pre-Mentomatics age? As Mathematics explained the laws of the external physical world, will a new science called Mentomatics explain the laws of an internal world of our mind and brain? Like mathematics became the language of the physical science, will Mentomatics be the language of Spiritual science? After the industrial and information revolution, will Mentomatics usher in the spiritual revolution? Will we, the believers of god, then look as foolish as the people who believed that the earth was flat? And that you could fall off the edge of the earth into hell? God in Two Minutes by Prem Kamble dwells on several such questions. It looks at the past and possible future of God and Religion as has never been done before. It is based on completely original thoughts, not based on anything you have read or heard anywhere before. Though consistent with most religions, it challenges some of our basic beliefs. When our strong beliefs like the flat-earth theory have been proved wrong, it is possible that some of our deepest faiths today may prove to be myths. |
game to grow training: Food and Nutrition Information and Educational Materials Center Catalog Food and Nutrition Information Center (U.S.)., 1976 |
game to grow training: Management, International Adaptation John R. Schermerhorn, Jr., Daniel G. Bachrach, 2023-11-20 |
game to grow training: Soccer Training for Girls Klaus Bischops, Heinz-Willi Gerards, 2003 Offers age-appropriate, practice-oriented training units to improve basic offensive and defensive skills. |
game to grow training: Teaching and Learning for Adult Skill Acquisition Elaine M. Silva Mangiante, Kathy Peno, 2021-05-01 The book, Teaching and Learning for Adult Skill Acquisition: Applying the Dreyfus and Dreyfus Model in Different Fields, will fill a unique niche in the field of adult, higher, and workforce education. It offers a current volume for scholars and practitioners based on both empirical studies and practice-based research on adult skill acquisition and development. Dreyfus and Dreyfus (1980, 1988, 2004, 2008) developed the novice to expert model of skill acquisition that illustrates growth over the course of a person’s career in a particular domain. The skill model highlights a learner’s movement across six levels of skill development: novice, advanced beginner, competent, proficient, expert, and mastery. This book will present examples of the application of the Dreyfus and Dreyfus model in different fields (i.e., health care, education, law enforcement, business, serious gaming, military, ethics training, etc.) providing insight into how practitioners can develop their skills in their particular domains and how educators can promote this development. This collection will be appropriate for a wide variety of professors, researchers, practitioners, and students in the field of adult, higher, and workforce education. |
win11怎么关闭右上角fps? - 知乎
我的是天选5,不知道怎么搞的右上角就有这个了,只要一开机就显示。
integrating ogre 3d into a game engie - Ogre Forums
Oct 12, 2012 · i know there are many game engines out there i like them (especially unity) idk i have this temptation of making a game engines mostly for educational purposes (i think so) , i …
和外国人打网游要知道哪些游戏术语? - 知乎
Oct 14, 2013 · gg wp——good game well play,国际惯例末一句——玩得漂亮. noob——表示菜鸟,群嘲极易引起对骂,尤其星际这种内置语音的,可怜的耳朵。。。 afk——away from …
利用 Sunshine & Moonlight 实现校园网内远程串流游戏 - 知乎
GitHub - LizardByte/Sunshine: Self-hosted game stream host for Moonlight. 安装过程中,请注意安装路径不能存在中文,并安装所有控件。 安装完成后,Sunshine 会在后台运行并在本机地 …
英伟达显卡game ready驱动与studio驱动的区别是什么? - 知乎
从更新频次上来说,game ready就相当于测试版驱动。studio相当于稳定版驱动。 从实际性能上来说,我经常混着用,大部分时间没什么区别。(CUDA版本还是有区别的) 我建议studio驱动 …
显卡自带的录屏功能怎么使用? - 知乎
Aug 29, 2023 · 知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎 …
加入和开通XGP会员教程 - 知乎
Oct 23, 2023 · 目前微软XGP做活动,新用户开通XGP三个月只用8元,然后就可以玩到steam最新发售和即将发售的售价几百块钱的3A大作。
如何解决提示:需要新应用打开此ms-gamingoverlay? - 知乎
如何解决提示:需要新应用打开此ms-gamingoverlay? - 知乎
有哪些好玩的PC单机游戏,可以推荐一下吗? - 知乎
不受任何游戏类型或销售平台的限制,希望大家能分享些个人喜爱或奉为经典的电脑单机游戏!
有什么在线玩游戏的网站? - 知乎
ZType – Typing Game - Type to Shoot 地址: https://zty.pe 一个战机游戏模式的 打字练习网站 ,每艘“敌舰”都是一个字母串,输入对应字母进行射击,打起来很有感觉。
win11怎么关闭右上角fps? - 知乎
我的是天选5,不知道怎么搞的右上角就有这个了,只要一开机就显示。
integrating ogre 3d into a game engie - Ogre Forums
Oct 12, 2012 · i know there are many game engines out there i like them (especially unity) idk i have this temptation of making a game engines mostly for educational purposes (i think so) , i think i …
和外国人打网游要知道哪些游戏术语? - 知乎
Oct 14, 2013 · gg wp——good game well play,国际惯例末一句——玩得漂亮. noob——表示菜鸟,群嘲极易引起对骂,尤其星际这种内置语音的,可怜的耳朵。。。 afk——away from keyboard,相当 …
利用 Sunshine & Moonlight 实现校园网内远程串流游戏 - 知乎
GitHub - LizardByte/Sunshine: Self-hosted game stream host for Moonlight. 安装过程中,请注意安装路径不能存在中文,并安装所有控件。 安装完成后,Sunshine 会在后台运行并在本机地址上开启 …
英伟达显卡game ready驱动与studio驱动的区别是什么? - 知乎
从更新频次上来说,game ready就相当于测试版驱动。studio相当于稳定版驱动。 从实际性能上来说,我经常混着用,大部分时间没什么区别。(CUDA版本还是有区别的) 我建议studio驱动常驻,因 …
显卡自带的录屏功能怎么使用? - 知乎
Aug 29, 2023 · 知乎,中文互联网高质量的问答社区和创作者聚集的原创内容平台,于 2011 年 1 月正式上线,以「让人们更好的分享知识、经验和见解,找到自己的解答」为品牌使命。知乎凭借认真、专 …
加入和开通XGP会员教程 - 知乎
Oct 23, 2023 · 目前微软XGP做活动,新用户开通XGP三个月只用8元,然后就可以玩到steam最新发售和即将发售的售价几百块钱的3A大作。
如何解决提示:需要新应用打开此ms-gamingoverlay? - 知乎
如何解决提示:需要新应用打开此ms-gamingoverlay? - 知乎
有哪些好玩的PC单机游戏,可以推荐一下吗? - 知乎
不受任何游戏类型或销售平台的限制,希望大家能分享些个人喜爱或奉为经典的电脑单机游戏!
有什么在线玩游戏的网站? - 知乎
ZType – Typing Game - Type to Shoot 地址: https://zty.pe 一个战机游戏模式的 打字练习网站 ,每艘“敌舰”都是一个字母串,输入对应字母进行射击,打起来很有感觉。