Awareness Games
Download Awareness Games full books in PDF, epub, and Kindle. Read online free Awareness Games ebook anywhere anytime directly on your device. Fast Download speed and no annoying ads. We cannot guarantee that every ebooks is available!
Author | : Brian Tom O'Connor |
Publisher | : |
Total Pages | : 96 |
Release | : 2016-02-09 |
Genre | : |
ISBN | : 9780692628638 |
Awareness Games are enjoyable but surprisingly deep games you can play with your own mind. Kind of like meditating only more fun and less work. And not so serious. Awareness Games are ways to play with your mind to point it towards the infinite well of happiness and joy that lies within each of us. Play with pure awareness and discover the background of all experience, where happiness is hiding in plain sight.
Author | : Christopher B. Hills |
Publisher | : |
Total Pages | : 492 |
Release | : 1978 |
Genre | : California |
ISBN | : |
Author | : Everest Media, |
Publisher | : Everest Media LLC |
Total Pages | : 49 |
Release | : 2022-06-21T22:59:00Z |
Genre | : Body, Mind & Spirit |
ISBN | : |
Please note: This is a companion version & not the original book. Sample Book Insights: #1 The well of happiness and joy lies within each of us, and we can access it by shifting our attention away from the content of our awareness and toward awareness itself. It's not something separate from us; it's us. #2 The games in this section are not like Olympic Games or board games with winners and losers. They are not about game theorists or competitive players. They are about sidestepping the ways the mind sorts the outside world and instead pointing it within to find its source. #3 The well of joy within you is not something with correct answers, set rules, and reproducible steps. It is something that must be discovered through experimentation. #4 I had experienced a lot of fear, anxiety, inhibition, and depression, and I was determined to find an alternative to suffering. I had had enough glimpses of natural happiness to know what I was looking for.
Author | : Victoria Groves Scott |
Publisher | : Corwin Press |
Total Pages | : 193 |
Release | : 2009-07-06 |
Genre | : Education |
ISBN | : 1412972140 |
"Pocket Posh Logic 4" features a chicly styled cover, making it a smart, sophisticated accessory that goes with anything. Packaged in a handy 4 x 6 size, this Pocket Posh(R) Puzzle Book fits nicely into a purse or tote. The Pocket Posh puzzle series is a great way for you to exercise your mind--and look great while doing it A free trial subscription to The Puzzle Society is included. "Pocket Posh Logic 4" contains 100 logical story puzzles to test your logical faculties.
Author | : Melanie Frederick |
Publisher | : |
Total Pages | : |
Release | : 2005-01-01 |
Genre | : |
ISBN | : 9781586505240 |
Author | : Wiley Blevins |
Publisher | : Scholastic Inc. |
Total Pages | : 68 |
Release | : 1997 |
Genre | : Education |
ISBN | : 9780590372312 |
Phonemic awareness--the understanding that words are made up of sounds--is essential to a child's early reading success. With this book, children gain this awareness through activities that are easy to teach and engaging. Children play with sounds through songs, rhymes, poetry, picture games, and other exercises. The activities cover the five basic levels of phonemic awareness: * the ability to hear rhymes and alliteration; * to do oddity tasks; * to orally blend word and split syllables; * to orally segment words; * to do phonemic manipulation tasks. Blends critical reading skills with joyful word play. For use with Grades K-2.
Author | : Susan Kaiser Greenland |
Publisher | : Shambhala Publications |
Total Pages | : 217 |
Release | : 2016-11-15 |
Genre | : Body, Mind & Spirit |
ISBN | : 0834840529 |
A practical and playful guide for cultivating mindfulness in kids, with 50 simple games to develop attention and focus, and to identify and regulate emotions Playing games is a great way for kids to improve their focus and become more mindful. In this book, The Mindful Child author Susan Kaiser Greenland shares how parents, caregivers, and teachers can bring mindfulness into the classroom or home. She provides 50 entertaining games that develop what she calls the new “A, B, C’s”—Attention, Balance, and Compassion—for your child’s learning, happiness, and success, offering context and guidance throughout. She introduces: • Anchor games that develop concentration • Visualization games that encourage kindness and focus • Analytical games that cultivate clear thinking • Awareness games for sensory awareness, self-regulating emotions, and gaining insight into ourselves, others, and relationships Even though the games are designed for kids, they can be just as fun and transformative for adults. Greenland encourages parents and caregivers to develop their own Attention, Balance, and Compassion and to explore the universal concepts that she presents. Our own mindfulness has a powerful effect on everyone in our lives—especially our children. “A wonderful, fun, and engaging way to bring mindfulness into a child’s life.” —Daniel Goleman, author of Emotional Intelligence
Author | : Mary Scannell |
Publisher | : McGraw Hill Professional |
Total Pages | : 240 |
Release | : 2010-05-28 |
Genre | : Business & Economics |
ISBN | : 0071743669 |
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.
Author | : Stefan Göbel |
Publisher | : Springer |
Total Pages | : 302 |
Release | : 2018-10-30 |
Genre | : Computers |
ISBN | : 3030027627 |
This book constitutes the proceedings of the 4th International Conference on Serious Games, JCSG 2018, held in Darmstadt, Germany, in November 2018. The 15 full and 12 short papers presented in this volume were carefully reviewed and selected from 40 submissions. They were organized in topical sections named: serious games studies; game-based learning and teaching; game development - serious games design, models, tools and emerging technologies; and serious games for health.
Author | : Ralf Dörner |
Publisher | : Springer |
Total Pages | : 429 |
Release | : 2016-08-25 |
Genre | : Computers |
ISBN | : 3319406124 |
This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.