Games

Games
Author: Sandra Danilovic
Publisher: Emerald Group Publishing
Total Pages: 129
Release: 2024-08-20
Genre: Medical
ISBN: 1800435967

Reimagining how we understand health, illness, life, and death, gaming expert Sandra Danilovic advocates for the potential games have to transform healthcare practices beyond the clinic or hospital in the way we care for each other and for ourselves.

Creative Games in Groupwork

Creative Games in Groupwork
Author: Robin Dynes
Publisher: Routledge
Total Pages: 193
Release: 2018-10-24
Genre: Education
ISBN: 1351699318

Presented in a format that immediately allows you to see what materials are needed, how much preparation is required and how each game is played, this book presents practical resource material in an accessible format. Ideas include introduction mixing exercises, games using gentle movement, exuberant games, puzzles brain teasers, verbal games, pen paper games, and more. It includes a special outdoor selection, and advice on how to make your group successful. It is ideal for scout and church leaders, as well as occupational therapists, activity organisers and social workers.

Collective Creativity

Collective Creativity
Author: Gerhard Fischer
Publisher: Rodopi
Total Pages: 370
Release: 2011
Genre: Art
ISBN: 904203274X

Collective Creativity combines complex and ambivalent concepts. While ‘creativity’ is currently experiencing an inflationary boom in popularity, the term ‘collective’ appeared, until recently, rather controversial due to its ideological implications in twentieth-century politics. In a world defined by global cultural practice, the notion of collectivity has gained new relevance. This publication discusses a number of concepts of creativity and shows that, in opposition to the traditional ideal of the individual as creative genius, cultural theorists today emphasize the collaborative nature of creativity; they show that ‘creativity makes alterity, discontinuity and difference attractive’. Not the Romantic Originalgenie, but rather the agents of the ‘creative economy’ appear as the new avant-garde of aesthetic innovation: teams, groups and collectives in business and science, in art and digital media who work together in networking clusters to develop innovative products and processes. In this book, scholars in the social sciences and in cultural and media studies, in literature, theatre and visual arts present for the first time a comprehensive, inter- and transdisciplinary account of collective creativity in its multifaceted applications. They investigate the intersections of artistic, scientific and cultural practice where the individual and the collective merge, come together or confront each other.

Games and Simulations in Action

Games and Simulations in Action
Author: H A Davison
Publisher: Routledge
Total Pages: 204
Release: 2013-09-05
Genre: Education
ISBN: 1136223789

First published in 1982. Routledge is an imprint of Taylor & Francis, an informa company.

Training Games

Training Games
Author: Susan El-Shamy
Publisher: Taylor & Francis
Total Pages: 127
Release: 2023-07-03
Genre: Education
ISBN: 1000981398

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.

House of Games

House of Games
Author: Chris Johnston
Publisher: Routledge
Total Pages: 292
Release: 1998-10-20
Genre: Performing Arts
ISBN: 1136780017

An immensely valuable resource book for drama leaders, House of Games is a how-to book for building up drama troupes and keeping them creative. House of Games is sure to take its place alongside the most established drama method texts.

Modeling and Simulation in Python

Modeling and Simulation in Python
Author: Allen B. Downey
Publisher: No Starch Press
Total Pages: 277
Release: 2023-05-30
Genre: Computers
ISBN: 1718502176

Modeling and Simulation in Python teaches readers how to analyze real-world scenarios using the Python programming language, requiring no more than a background in high school math. Modeling and Simulation in Python is a thorough but easy-to-follow introduction to physical modeling—that is, the art of describing and simulating real-world systems. Readers are guided through modeling things like world population growth, infectious disease, bungee jumping, baseball flight trajectories, celestial mechanics, and more while simultaneously developing a strong understanding of fundamental programming concepts like loops, vectors, and functions. Clear and concise, with a focus on learning by doing, the author spares the reader abstract, theoretical complexities and gets right to hands-on examples that show how to produce useful models and simulations.

Crames - Creative Games to Help Children Learn to Think and Problem Solve

Crames - Creative Games to Help Children Learn to Think and Problem Solve
Author: Ashley McCabe Mowat
Publisher: Brilliant Publications
Total Pages: 50
Release: 2013-07
Genre: Education
ISBN: 0857476335

CRAMES are practical, easy-to-use creative games that get children thinking creatively. The stimulating trigger questions develop problem solving and creative thinking skills in activities that take as little as five minutes a day. No preparation is needed, just the willingness to think creatively. Trigger questions range from 'What if the sea turned everything it touched red?' and 'How many things can you think of that squeak?' to 'How is a museum like a story?' and 'Would you rather be a picture or a fish tank? Why?' Creative thinking is a necessary tool for survival and success in today's world. Playing CRAMES will add variety to your day and help you and your pupils break out of your usual mind-set and lead you down the path of looking at the world through creative-coloured glasses!