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Century 21 Accounting for Texas General Journal
South-Western Publishing
Manufacturer: Thomson South-Western
ProductGroup: Book
Binding: Hardcover
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ASIN: 0538437340 |
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Century 21 Accounting, Texas Multicolumn Journal
South-Western Publishing
Manufacturer: Thomson South-Western
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Binding: Hardcover
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ASIN: 0538437316 |
Book Description
Get any training session off the ground fast-- or jumpstart one whenever it lags--with more than 400 proven activities in the bestselling Games Trainers Play series. Their names may range from ``Tombstone Planning'' to ``The `Nobel' Prize Winner,'' but these brilliantly offbeat, unexpected, disarming, fully reproducible games have one serious mission: to coax even the most reluctant groups to talk, laugh, think, and work together. Page after page of fun, easy-to-plan tear-out exercises help you: break the ice and get participants acquainted; shake up outworn habits and perceptions; challenge with thought-provoking brainteasers; test learning and retention; develop communication and listening skills; bring out and involve participant-leaders; win back lethargic, distracted, low-energy groups; encourage creative problem-solving; boost or reinforce a group's self-image; forge cohesive work teams and value object; facilitate transfer of training to the job.
Customer Reviews:
Old, but GOOD.......2005-03-16
This is a great resource for anyone who conducts training sessions, seminars, conferences, or informal meetings of any sort. No frills, just lots and lots of ideas...some to use as is, some you will want to adapt. I've used dozens of these games and every one made the point I wanted to teach. A true classic.
Good Resource.......2003-01-28
This really is an excellent book for finding activities to add to your training sessions. There are a lot of great games in this resource. The games are listed by subject matter to make it easy to get right to where you want to go and the games are just as relevant as they ever were.
The only reason that I didn't give it a five is that I don't care for the typeset and overall presentation of the book, but these things are easily overlooked when you find a great new activity.
STILL A GREAT CHOICE.......2000-06-24
Don't be put off by this book's 1983 publication date. It is still one of the best sources of icebreakers and other training exercises. It's value?--the book's not just for professional trainers. It can be used by just about anyone who needs some ideas about what to do when you get up in front of a group--any group. It's not cluttered by lectures or lengthy explanations. You just jump right in and flip through the samples. It's even fun just to browse. This is the second in a series of training game books by Scannell and Newstrom. Look at one and you'll probably want all three!
Book Description
In the modern economy, where most workers are knowledge workers, creativity and innovation are the most easily sustainable competitive advantages. In The Big Book of Creativity Games, Harvard trained psychologist Robert Epstein provides dozens of games and activities designed to stimulate creativity and generate innovation in the workplace.
Dr. Epstein describes the scientific principles of creativity that underlie the games, and how these principles can be applied to tasks like problem solving, new product development, and marketing. Timely and innovative, The Big Book of Creativity Games is the ideal book for managers to turn to whenever they need:
- Games that are easy to lead and fun to play
- Exercises that go far beyond standard brainstorming techniques
- Innovation jump-starters for team meetings and work groups
Customer Reviews:
Creativity from one who knows the source.......2007-02-11
The book is firmly rooted in science, and the exercises are proof: This is not a cookbook. You need to understand the rationale behind the exercises. The book builds up a coherent set of argument, points to further reading, and is a veritable treasure trove of how to be, and help others be, creative. I highly recommend it.
Hare-Brained.......2004-03-26
This book delivers so much less than it promises that I have found it virtually useless in training actual human beings. Maybe it was tested on hares. You would do much better (and be much more creative) coming up your own exercises.
Disappointed Innovator.......2004-03-06
This book was a total disappointment. I have never written a review online before, but if I can stop someone from buying this series I will feel like I've saved someone their hard-earned dollars. The subtitle says "Fun Activities for Jumpstarting Innovation". It should have said "Invent your own games because we don't have any good ones to tell you about". At least half the games were not games at all, but instructions for the participants to CREATE THEIR OWN GAMES!!!!! I COULD HAVE DONE THAT! One after the other are worded as follows: "Participants design and carry out their own exercise to demonstrate the importance of _____ for the creative process" -- (insert chapter topic in the blank). Sorry, that doesn't help me at all. STAY AWAY!
Unleash Your Creativity.......2003-09-07
It is probably no accident that Robert Epstein's _Big Book of Creativity Games: Quick, Fun Activities for Jumpstarting Innovation_ appears at first glance to be a book for children. Its title, colorful cover, and interior design are reminiscent of children's books. While many of the games can be used in classrooms, the primary audience for the book is adults -- people who want to improve the creativity of those in their businesses or other organizations.
The forty-eight games in the book are based on Epstein's Generativity Theory. His ideas about the creative process grew out of his laboratory research. In addition to refuting popular myths about the creative process, Epstein identifies four core competencies that help individuals express their creativity (plus four more competencies to nurture creativity in others):
1. Capturing new ideas
2. Challenging yourself so that new ideas emerge
3. Broadening your base of knowledge and experience
4. Surrounding yourself with an environment -- both physical and social -- that encourages new ideas
Despite the fact that the book is grounded in theory and research, the information it contains is practical and easily accessible. The book is written in lay terms, and the information is as easy to understand as the juvenile format leads you to expect it to be.
The games are categorized by purpose (such as "convincing people that they're creative") and by core competency. It is easy, therefore, to find games to fit a particular need. Epstein devotes about three pages to each game, providing a summary of the game, its objective, the time required (ranging from 5 to 90 minutes), the materials needed (generally readily available), the procedure, and discussion questions. The discussion questions are indeed a key feature of the book, for the games are intended not only to boost creativity but also to demonstrate creativity's basic principles.
Epstein places a high premium on failure. He says that failure causes us to recall past methods of dealing with a problem -- and often discover a new solution. Without failure, creativity is not needed (remember the Apollo 13 mission). Many games involving the second competency, Challenging, deal with managing the frustration and other negative emotions that often accompany failure.
In addition, the book includes an abridged version of Epstein's Creativity Competencies Inventory for Individuals (ECCI-i) along with a self-scorer. These tools are effective for evaluating a person's overall creativity and each of the four competencies. It is easy, then, for a person to see which areas would benefit from development.
CREATIVE PROCESS DEMYSTIFIED.......2000-11-15
Thank you, Robert Epstein, for demythologizing creativity. As a writing teacher I found this book very helpful in several ways. The games are fun and each one makes a strong point. My students respond to the core competencies with excitement and gratitude and most can't wait to develop these concrete skills. I've found nothing better for tackling the problem of "writer's block." I have used this book with students in classroom and workshop situations and recommend it to managers who want to jump start their employees' creativity.
Average customer rating:
- Great educational tool
- Great Game Art Book
- Fantastic
- This is a great book
- Bringing the Real World to the Student Artist
|
Game Art: Creation, Direction, and Careers (Game Development) (Game Development)
Riccard Linde
Manufacturer: Charles River Media
ProductGroup: Book
Binding: Paperback
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Similar Items:
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Creating the Art of the Game (New Riders Games)
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3D Game Textures: Create Professional Game Art Using Photoshop
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Game Level Design (Game Development Series)
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Level Design for Games: Creating Compelling Game Experiences (New Riders Games)
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The Dark Side of Game Texturing
ASIN: 1584503955 |
Book Description
Game Art: Creation, Direction, and Careers is written to give 3D artists who want to move into the games industry the tools and techniques they need to be successful. It is also written for practicing game artists looking to increase their knowledge and skills so they can advance to the next level. As the gap between GFX programmers and artists continues to grow, it is more important than ever for artists to understand how and why art works in games. This doesn't mean you have to become a programmer, but if you can understand the terminology and know why the technical details of your art are so important, you'll have the skills every studio wants. This book teaches you these skills. The first two parts define the artistic process involved in creating game art, including the basic knowledge and skills you need to solve common problems artists face. The last two parts cover technical performance information and the more advanced techniques for game art creation. Due to the similar workflows in today's 3D packages and the many in-house programs used in game development, the book teaches game-industry methods from a non-program specific perspective. The book does assume a working knowledge of at least one major 3D program (3ds max® or Maya®) and Photoshop®.
Customer Reviews:
Great educational tool.......2006-04-14
I am an instructor for a 3D Game Content course and Game Art is one of our books. The industry art pipeline and procedures are very well laid-out in this book. Would love a second edition covering the next gen techniques that will be surfacing.
Great Game Art Book.......2005-10-16
Great book that covers modeling techniques for game companies, uv layout's , future Tech Compontents such as Normal Maps, etc. A well good purchase for anyone who wants to know how it's done or to improve there knowledge.
Fantastic.......2005-04-25
I have read this book and find it extremely informative. The book is written with the readers perspective in mind. It gives beautiful insight into the industry and the dynamics of it. It also has great walk-throughs with media on a CD that you can use as part of the "practical" experience.
Good Job!
This is a great book.......2005-04-10
I was an art director in the video game industry for a number of years and one of the most frustrating aspects was interviewing artists that wanted to be part of the industry but did not know how to prepare themselves. This book addresses that problem in a thoughtful and comprehensive way.
For any aspiring artist that wants to be in the video game industry, this is the book. The examples and explanations are clear and easy to follow. Using this book, you would be able to prepare a very capable portfolio.
Buy it, read it, and put the knowledge to use.
Bringing the Real World to the Student Artist.......2005-03-23
People don't think alike. The person who can handle the programming complexity of doing a graphics engine is often not the person who is capable of designing the characters, scenery, and equipment needed for the rest of the game. In this area, the digital artist comes into his/her own. Note this says digital artist. This requires two separate skills, one is the ability to create vizualize what art is needed, the other is to use a computer rather than some other media to generate the desired image.
The game design business represents an opportunity for the digital artist to obtain jobs with real companies that are relatively well paying. This book gives an artist's perspective into the game industry. It talks about the industry, the work, and gives insight on how to get a job. But mostly it talks about what kind of art is needed for gaming. It shows the detail that is necessary to produce a visually pleasing game.
The CD included with the book includes numerous illustrations and files from Maya and ds max. It also includes a trial version of Rt/Shader software. The book presumes that you have a workingknowledge of at least one major 3D program (3ds max or Maya) and Photoshop.
This is a splendid book that is positioned to take an aspiring digital artist and carry him to the next level -- employment doing a job well beyond flipping burgers.
Book Description
Show employees how to ``play their way'' to career success! From the creative genius of training experts James J. Kirk and Lynne D. Kirk comes Training Games for Career Development--54 exciting interactive games for helping employees build career awareness, chart a course for self-improvement, and contribute to greater organizational productivity. Games such as Honey They've Shrunk The Company and Schmoozers and Losers are organized into five main career topics: motivation, development, dynamics, climate, and promotion and management. These ready-to-play games can be used as openers, expanders, teachables and reinforces in any ongoing training environment, or as nonthreating ways to test your own or other employees' knowledge and skills in a wide range of business areas.
Customer Reviews:
Limited use.......2001-10-20
The games in the book were easy to use and well written. However, I expected a larger variety of topics. I won't be able to use the games very often since the focus is mainly on determining and making career decisions rather than progressing or advancing in your current career. I am a 'corporate trainer' and won't be training staff how to find new jobs!
Average customer rating:
- Encyclopedia of Icebreakers
|
The Encyclopedia of Icebreakers: Structured Activities That Warm-Up, Motivate, Challenge, Acquaint and Energize, Package
Jossey-Bass Pfeiffer
Manufacturer: Pfeiffer
ProductGroup: Book
Binding: Ring-bound
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Similar Items:
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The Encyclopedia of Group Activities, Loose-Leaf Package: 150 Practical Designs for Successful Facilitating
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201 Icebreakers Pb
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Instant Icebreakers: 50 Powerful Catalysts for Group Interaction and High-Impact Learning
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Team-Building Activities for Every Group
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104 Activities That Build: Self-Esteem, Teamwork, Communication, Anger Management, Self-Discovery, Coping Skills
ASIN: 0898890055 |
Customer Reviews:
Encyclopedia of Icebreakers.......2000-06-01
The Encyclopedia of IceBreakers is one of the most thorough books on IceBreakers I've used. It is an essential resource for schools or organizations needing to introduce people. This book is full of activities that help people interact with each other.
These IceBreakers never go out of style. You will find directions for icebreakers you have seen before as well as others that keep what you do fresh. The binder makes it easy to use. This book is an essential for any library of books for colleges, schools, organizations, recreation facilities, etc.
Average customer rating:
|
Game Development Essentials: Game Simulation Development
William Muehl , and
Jeannie Novak
Manufacturer: Cengage Delmar Learning
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ASIN: 1418064394 |
Book Description
For the first time, professional and aspiring game developers have a comprehensive resource that goes beyond the entertainment-focused aspects of game simulation to delve into its escalating impact on the outside worlds of business, education, and training. As an increasing number of Fortune 500 companies, as well as educational and governmental heavyweights take notice of the potential usefulness of game simulations for training, the demand for developers who can skillfully integrate educational tasks with gaming features is increasing dramatically. Game Simulation Development provides an in-depth look at how games are using a variety of different simulations to incorporate educational and training-based elements. By investigating a wide range of successful games, the book offers critical knowledge regarding why certain game simulations are effective in each genre. It also explores the ways expert developers consider how players respond to visual, aural, and tactile feedback to make the simulation as convincing and immersive as possible. Additional coverage includes intrinsic and extrinsic knowledge, constructivist theory, social interaction and lateral learning, and how these principles apply to game simulation development, providing a well-rounded resource for aspiring game developers.
Books:
- Century 21 Accounting: General Journal (with CD-ROM)
- Century 21 Accounting: General Journal (with CD-ROM)
- Century 21 Accounting Multicolumn Journal Anniversary Edition, 1st Year Course Chapters 1-26
- CIMA Exam Practice Kit Financial Accounting and Tax Principles, Third Edition: 2007 edition (CIMA Managerial Level 2008) (CIMA Managerial Level 2008)
- CIMA Exam Practice Kit Management Accounting Business Strategy, Third Edition: 2007 Edition (CIMA Strategic Level 2008) (CIMA Strategic Level 2008)
- College Accounting, Chapters 1-26 Complete
- College Accounting, Chapters 1-29
- College Accounting, Chapters 1-29
- College Accounting: Chapters 1-9
- Commercial Bank Financial Management (6th Edition)
Books Index
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