Thiagi s 100 Favorite Games

But Martin persisted and I had the unpleasant job of choosing among my children. With inputs from my more objective friends, I eventually came up with the 100 training games that are included in this book.

Author: Sivasailam Thiagarajan

Publisher: John Wiley & Sons

ISBN: 9780470354889

Category: Business & Economics

Page: 400

View: 292

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Thiagi's 100 Favorite Gamesis an exciting new resource from Sivasailam "Thiagi" Thiagarajan, who is acknowledged as the world’s foremost authority on interactive learning. This is a first-of-its-kind collection that represents game play at its very best. Thiagi offers the "how-to" and the "lowdown" on his all-time favorite games. With this resource, you’ll never be stuck for a fun, innovative, and effective activity. Thiagi’s 100 Favorite Games can be used to: Illustrate concepts Aid learning transfer Improve team work Build critical skills in any training event Energize meetings Or us as icebreakers, or openers and closers to a formal training session

103 Additional Training Games

100 Training Games , 101 More Training Games and 102 Extra Training Games were so popular that a fourth book had to be added to the collection . So here it is , 103 Additional Training Games . That brings us to a grand total of 406 ...

Author: Gary Kroehnert

Publisher: McGraw Hill Professional

ISBN: 0074710508

Category: Business & Economics

Page: 189

View: 179

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How can I enhance a team's performance? How do I improve an individual's perception? How do I energise, break the ice or improve communication? Continuing the successful Training Games series, Gary Kroehnert's 103 Additional Training Games is a collection of totally new activities designed to promote structured workplace learning. Aimed at both the new and the experienced trainer, 103 Additional Training Games presents a fresh range of inspired learning exercises that can be used in individual or team-training programs. Game categories include: Icebreaker Team building Communication Facilitator/presentation skills Mid-course energiser Problem solving Learning Perception Evaluation Self-management These games are designed to be relevant and unintimidating and are suitable for trainers, facilitators, supervisors, human resource managers and consultants who wish to expand their collection of proven ideas and learning exercises.

Design and Development of Training Games

single-player mode, Practice Marketing game, 496, 500, 511–512 situated cognition consolidating opposing theories, ... 306, 317 creating for learning game, 110–115 DARWARS Ambush!, 455–458 designer-driven, 99–100, 101–102 development ...

Author: Talib S. Hussain

Publisher: Cambridge University Press

ISBN: 9781107051744

Category: Computers

Page: 568

View: 782

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Leaders in the field of serious games share practical guidelines and lessons learned from researching and developing learning games.

X Games In Mathematics Sports Training That Counts

We can also compute the individual offensive rating as 100 (points scored/possessions). In the game Jack scored 138, the offensive rating of Grinnell when Jack was on the court was 100(138/110.7) ≈ 125. In Jack's 109-point game, ...

Author: Timothy P Chartier

Publisher: World Scientific

ISBN: 9789811223853

Category: Mathematics

Page: 252

View: 333

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Sports analytics has gathered tremendous momentum as one of the most dynamic fields. Diving deep into the numbers of sports can be game changing or simply a fun exercise for fans. How do you get in the game with numbers? What questions can be explored? What actionable insights can be gleaned?Do you like sports? This book will detail ways to analyze athletics to gain insight that can otherwise be obscured. Like math? You'll find many mathematical topics not involving sports. You'll also see how sports analytics can train you broadly in mathematics.From coaching at the highest levels to national media broadcasts, analytics are becoming increasingly indispensable. Dive into the numbers behind soccer to basketball to baseball to boxing to swimming, dive into the numbers. Learn how to get in the game with sports and mathematics.

Intelligent Agent Technology Systems Methodologies And Tools Proceedings Of The 1st Asia pacific Conference On Intelligent Agent Technology Iat 99

data for GP trainees data for human trainees training set evaluation set humansS00 = humans > 500 Internet games humans:00 (58 humans) GPS agents 100 = GPs & 1000 Internet games, and > 100 Internet games training set evaluation set (135 ...

Author: Liu Jiming

Publisher: World Scientific

ISBN: 9789814543415

Category:

Page: 520

View: 703

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This book is a collection of high quality technical papers contributed by active researchers and leading practitioners in intelligent agent technology. It offers a closer look at the state-of-the-art in the development of intelligent agents, and examines in depth the underlying logical, cognitive, physical, and biological foundations as well as the performance characteristics of various approaches in intelligent agent technology. It will stimulate the development of new models, new methodologies, and new tools for building a variety of embodiments of agent-based systems.

102 Extra Training Games

This book is an essential tool for training managers, facilitators, supervisors, human resource managers and consultants in all fields of business and education.

Author: Gary Kroehnert

Publisher:

ISBN: 0071012168

Category: Active learning

Page: 197

View: 677

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Following on from his two best-selling training titles 100 Training Games and 101 More Training Games, Gary Kroehnert has produced another set of fun, lively, educational games to enhance performance at work. 102 More Training Games introduces a whole new set of simulations, role-plays and exercises for trainers and educators to apply to all different work situations and types of organisations. Gary has used his familiar tried and tested game categories which have proven to be successful and effective: Icebreaker * Team building * Communication * Facilitator/presentation skills * Mid-course energiser * Problem solving * Learning * Perception * Evaluation * Self-management. The games focus on developing skills in communication, team work and perception in a fun, easy way, applicable to one-on-one or groups. This book is an essential tool for training managers, facilitators, supervisors, human resource managers and consultants in all fields of business and education.

Enhancing Education and Training Initiatives Through Serious Games

... having activated five activities, to record on their decision sheet their interim progress i.e. in the case of ... the costindex is 100% i.e. they spent the same as budgeted on the activities they have completed (see Figure 19).

Author: Denholm, John

Publisher: IGI Global

ISBN: 9781522536901

Category: Education

Page: 311

View: 796

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Games have become popular tools to enhance learning in both educational and business environments. Analyzing the link between games and their results on students can help provide advances for learning initiatives in the future. Enhancing Education and Training Initiatives Through Serious Games is an essential reference source that examines the impact that games and simulations have within different learning environments. Featuring in-depth discussions on relevant topics including self-reporting surveys, project management techniques, academic training, and game design, this publication is an ideal resource for academicians, students, business owners, and professionals that are interested in discovering the advances of serious gaming techniques.

Customer Service Intelligence

As a result, activity based training games have become extremely popular. Gary Kroehnert's popular '100 Training Games' (1991) has been followed by a sequel '103 Additional Training Games' (2001) and there are many more on the market ...

Author: Merilynn Van Der Wagen

Publisher: Routledge

ISBN: 9781136412356

Category: Business & Economics

Page: 208

View: 994

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Customer Service Intelligence uses a wide range of management and educational theories to provide different approaches that can be incorporated as part of the customer service trainer’s toolkit. Concepts such as: • emotional intelligence • behaviour modification • role modelling • dimensions of procedure and conviviality • expectancy theory • socio-cultural concepts of (service) community • customer service as dynamic 'object' in activity theory • Zen mindfulness all form the basis of training design in different contexts. Some trainers are dealing with new employees in fast food environments, others are retraining engineers in customer service provision as part of a strategic marketing initiative. This book enables the trainer to review the context for training and select the most appropriate approach to take. The training design is thus carefully thought through for maximum impact on the audience. Professionalism in customer service training is essential for the growth of many industries. This complex and challenging task is assisted by these perspectives, recommendations and case studies.

Making Games for Impact

See also Assessment systems in constructionist learning environments , 133 in Econauts , 133 , 136 future of , 88-89 ... 27 Mental health games advantages of , 91-93 areas for future research , 107-108 breath counting , 96-100 Crystals ...

Author: Kurt Squire

Publisher: MIT Press

ISBN: 9780262362498

Category: Education

Page: 252

View: 228

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Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.