PDF Win-Win Games for All Ages Download
- Author: Sambhava Luvmour
- Publisher: New Society Publishers
- ISBN: 086571441X
- Category : Games & Activities
- Languages : en
- Pages : 146
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Destroy the competition on game night with this seriously funny guide packed with handy strategy, tricks, and tips from the experts Games are way more fun to play when you win—especially when you crush your friends and family! In How to Win Games and Beat People, Times science editor Tom Whipple explores inside tips, strategy, and advice from a ridiculously overqualified array of experts that will help you dominate the competition when playing a wide range of classic games—from Hangman to Risk to Trivial Pursuit and more. A mathematician explains how to approach Connect 4; a racecar driver guides you through the corners in slot car racing; a mime shares trade secrets for performing the best Charades; a Scrabble champion reveals his secret strategies; and a game theorist teaches you to become a real estate magnate, recommending the Monopoly properties to acquire that will bankrupt and embarrass your opponents (sorry, Mom and Dad). Funny, smart, and endlessly useful, this is a must-read for anyone who takes games too seriously, and the bible for sore losers everywhere.
Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
Children in today's world are inundated with information about who to be, what to do and how to live. But what if there was a way to teach children how to manage priorities, focus on goals and be a positive influence on the world around them? The Leader in Meis that programme. It's based on a hugely successful initiative carried out at the A.B. Combs Elementary School in North Carolina. To hear the parents of A. B Combs talk about the school is to be amazed. In 1999, the school debuted a programme that taught The 7 Habits of Highly Effective Peopleto a pilot group of students. The parents reported an incredible change in their children, who blossomed under the programme. By the end of the following year the average end-of-grade scores had leapt from 84 to 94. This book will launch the message onto a much larger platform. Stephen R. Covey takes the 7 Habits, that have already changed the lives of millions of people, and shows how children can use them as they develop. Those habits -- be proactive, begin with the end in mind, put first things first, think win-win, seek to understand and then to be understood, synergize, and sharpen the saw -- are critical skills to learn at a young age and bring incredible results, proving that it's never too early to teach someone how to live well.
Win-Win Agile Games. Trusted teams for improved results. The games suggested in this book can be used to improve team building and increase efficiencies at any corporate or education settings
Over 25,000 copies sold — promote optimal well-being and social justice through 170+ games and activities for all ages At this critical point of human evolution, we want our children to have the ability to resolve conflict, communicate positively, build social skills, and increase self-esteem so that they may actualize their potential and live in well-being. The highly sought-after 3rd edition of the best-selling, Parent Choice Award-winning book Everyone Wins: Cooperative Games and Activities for All Ages features over 170 well-designed cooperative games and activities. Developmentally appropriate and indexed according to age level, group size, activity level, and location, Everyone Wins offers great value through evaluating interpersonal dynamics, teaching social justice, and assessing development capacities. By popular request, new features include: Information on development and learning in children and youth New and updated games and activities An overview of Natural Learning Relationships for whole-child development Everyone Wins is an easy to use, quick reference guide for everyone who cares for and about children, education, and the actualization of social well-being in a diverse range of environments.
Join librarian and lifelong gamer Tom Bruno on his quest to bring gaming to his library community, from bringing back classic board games such as Fireball Island to offering free play in the latest virtual reality games using the Oculus Rift or the HTC Vive! Gaming Programs for All Ages at the Library shows you how you can launch and support gaming programming in your library, including: how to make the case for library gaming with your administration, how to acquire and loan gaming materials (whether or not you have the budget for them!), how to publicize your library gaming programming, and how to incorporate other library units into the gaming experience. Everything from acquisitions to budgeting to circulation is covered in this practical guide --- you’ll also learn about promotion, assessment, and experiential learning opportunities
The first complete guide-for use by adults and children-to creating fun and educational book clubs for kids. As authors of The Book Club Cookbook, the classic guide to integrating great food and food-related discussion into book club gatherings, Judy Gelman and Vicki Levy Krupp hear a common refrain from parents, librarians, teachers, community leaders and kids themselves: "How about writing a book for kids' book clubs?" Indeed, in recent years youth organizations, parents, libraries, schools, and our local, state, and federal governments have launched thousands of book clubs for children as a way to counter falling literacy rates and foster a love of reading. Based on surveys representing five hundred youth book clubs across the country and interviews with parents, kids, educators, and librarians, The Kids' Book Club Book features: _- the top fifty favorite book club reads for children ages eight to eighteen; _- ideas and advice on forming great kids' book clubs-and tips for kids who want to start their own book clubs; _- recipes, activities, and insights from such bestselling children's book authors as Christopher Paolini, Lois Lowry, Jerry Spinelli, Nancy Farmer, Christopher Paul Curtis, Andrew Clements, Laurie Halse Anderson, Norton Juster, and many others. From recipes for the Dump Punch and egg salad sandwiches included in Kate DiCamillo's Because of Winn-Dixie to instructionson how to make soap carvings like the ones left in the knot-hole of a tree in Harper Lee's To Kill a Mockingbird, this book provides a bounty of ideas for making every kids' book club a success.