Download or read book Great Group Games written by Susan Ragsdale and published by . This book was released on 2007 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Suggests solutions for keeping young people upbeat, engaged, and unified. Offering icebreakers, "straight-up" games, and reflection activities, this book provides instructions for staging meaningful, fun interactions that encourage participants to think. The games are organised in sections identifying various stages of group-building.
Download or read book GroupBuilder Games and Activities for Youth Ministry written by Group Publishing and published by Group Publishing (Company). This book was released on 2000 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a must-have resource for anyone seeking cool youth games with a purpose. Unique and loads of fun, these games can be used to tear down walls and build community in any group of teenagers. Different from other game books on the market, GroupBuilder Games and Activities emphasizes teamwork to shape self-confidence in teenagers. --from back cover.
Download or read book 50 Digital Team Building Games written by John Chen and published by John Wiley & Sons. This book was released on 2012-05-01 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: Use technology to increase loyalty and productivity in your employees 50 Digital Team-Building Games offers fun, energizing meeting openers, team activities, and group adventures for business teams, using Twitter, GPS, Facebook, smartphones, and other technology. The games can be played in-person or virtually, and range from 5-minute ice-breakers to an epic four-hour GPS-based adventure. Designed to be lead by managers, facilitators, presenters, and speakers, the activities help teams and groups get comfortable with technology, get to know each other better, build trust, improve communication, and more. No need to be a "techie" to lead these games—they're simple and well-scripted. Author John Chen is the CEO of Geoteaming, a company that uses technology and adventure to teach teams how to collaborate. How to lead a simple, fast, fun team building activity with easy-to-follow instructions How to create successful "virtual" team building that requires NO travel and little to no additional expenses How to engage standoffish engineers, "hard to reach" technical teams, or Gen X/Y teammates with technology they enjoy using Successful technology-based team building can build buzz for your company, build critically important relationships and communication internally, and keep your team talking about it for weeks afterward!
Download or read book 101 Games for Groups written by Maxie Ashton and published by Academic Press. This book was released on 1993-01-01 with total page 145 pages. Available in PDF, EPUB and Kindle. Book excerpt: Improve communication and language skills and help group members to get to know each other with easy-to-use games. You will have games that involve thinking, creativity, physical activity, role-playing, and sharing. Adult players with a variety of abilities will benefit.Most games can be played in 10 minutes, so they are easy to incorporate into your daily schedule. Select from a wide variety of games to promote: -- Teamwork -- Group cohesion -- Getting to know others -- Physical activity -- Performance in front of others
Download or read book Online Games Social Narratives written by Esther MacCallum-Stewart and published by Routledge. This book was released on 2014-06-13 with total page 211 pages. Available in PDF, EPUB and Kindle. Book excerpt: The study of online gaming is changing. It is no longer enough to analyse one type of online community in order to understand the plethora of players who take part in online worlds and the behaviours they exhibit. MacCallum-Stewart studies the different ways in which online games create social environments and how players choose to interpret these. These games vary from the immensely popular social networking games on Facebook such as Farmville to Massively Multiplayer Online Roleplaying Games to "Free to Play" online gaming and console communities such as players of Xbox Live and PS3 games. Each chapter deals with a different aspect of social gaming online, breaking down when games are social and what narrative devices make them so. This cross-disciplinary study will appeal to those interested in cyberculture, the evolution of gaming technology, and sociologies of media.
Download or read book No Props No Problem written by Mark Collard and published by Playmeo Pty Limited. This book was released on 2018-11 with total page 274 pages. Available in PDF, EPUB and Kindle. Book excerpt: If you're passionate about using interactive group games to help people interact, share and connect - and have no equipment whatsoever - this book is for you.Interactive group games and activities are one of the most powerful (and attractive) ways to help people connect. And research clearly shows that the most successful programs in the world are those which intentionally build trusting and healthy relationships.In this entertaining and simple how-to guide, Mark Collard distils 30+ years of experience to help you harness the power of group games to have fun and leave your group feeling engaged, valued and meaningfully connected to one another. All without props.This book will help you:Learn 150+ interactive group games & activities that people love, are universally appealing & require no props to play;Know the difference between an 'ice-breaker' and an 'ice-maker;'Understand why the latest research demands that we help our groups connect first before we deliver our content;Use five powerful tools to engage unwilling participants, create productive teams & exceed your group's expectations; andApply a simple four-step program design model that is guaranteed to invite your group to play, interact, trust & learn.Exclusive BonusesTo help you make all of this super-easy, No Props No Problem comes with four unique, value-added resources:QR code for every activity to access online video tutorials, leadership tips, variations & so much more;30-Days Free access to playmeo's ever-expanding activity database (premium subscribers already have immediate access);Free Group Games App to access everything in the palm of your hand; andForty Ready-to-Play Program Templates for 12 to 100+ people.This book makes no props, no problem, and will help you squeeze more than just fun out of your programs.Grab your copy of No Props No Problem today.Written by Mark Collard, 2018 (272 pages)
Download or read book Social Games and Group Dances written by James Claude Elsom and published by . This book was released on 1919 with total page 336 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Mathematics Their Way written by Mary Baratta-Lorton and published by Addison Wesley Publishing Company. This book was released on 1976 with total page 416 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book 100 Group Games Skills in Facilitating Group Games written by Ping Kwong Kam and published by City University of HK Press. This book was released on 2022-06-01 with total page 216 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games help drive engagement, achieve goals, and ultimately promote development within a group. As such, it is important for group facilitators to be equipped with game skills to ensure a lively, vibrant, and motivated atmosphere. This book includes four theoretical essays by experienced game facilitators regarding the concept, practice sharing, and application skills of group game facilitation, as well as a collection of 100 practical group games covering ice-breaking, mutual understanding, group cooperation, and problem solving. This list of games is built on the experiences and contributions of the author and social work students. -------------------------------------------------------- “A key strength of this book is that it has been developed by teachers in collaboration with students. This highly unusual aspect of the book both gives voice to students and demonstrates the commitment of the authors to collaborative learning.” – Steven M Shardlow, Professor Emeritus of Social Work, Keele University, United Kingdom Editor-in-Chief, The Journal of Social Work “...a solid, well-organized, and high-quality resource for social work colleagues, students, and instructors. It is a welcome addition to the professional literature on social work with groups and will likely enhance the advancement of group work practice in many parts of the world.” – Adolf Ka Tat Tsang Professor, Factor-Inwentash Faculty of Social Work University of Toronto, Canada
Download or read book Online Gaming and Playful Organization written by Harald Warmelink and published by Routledge. This book was released on 2014-02-03 with total page 249 pages. Available in PDF, EPUB and Kindle. Book excerpt: Online Gaming and Playful Organization explores the cultural impact of gaming on organizations. While gaming is typically a form of entertainment, this book argues that gaming communities can function as a useful analogue for work organizations because both are comprised of diverse members who must communicate and collaborate to solve complex problems. By examining the impact of gaming beyond its own context, this book argues that one can apply numerous lessons from the virtual world of online games to the “real” world of businesses, schools, and other professional communities. Most notably, it articulates the concept of playful organizations, defined as organizations in which the ability to play has become so institutionalized that it is spontaneous, creative, and enjoyable. Based on original research, Online Gaming and Playful Organization establishes an interdisciplinary framework for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of online games and virtual worlds, and of the possible structural and cultural transformation of public and private organizations.
Download or read book Family Fun Games written by Diagram Group and published by Sterling Publishing (NY). This book was released on 1994 with total page 804 pages. Available in PDF, EPUB and Kindle. Book excerpt: Instructions for playing 800 games, including 50 board games, 34 dice games, 20 versions of dominos, 30 ways to play marbles and jacks, plus party games, races, and music games.
Download or read book Game based Learning in Action written by Matthew Farber and published by New Literacies and Digital Epistemologies. This book was released on 2018 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Matthew Farber's Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games showcases how one affinity group of K12 educators--known as "The Tribe"--teaches with games.
Download or read book Gaming and Extremism written by Linda Schlegel and published by Taylor & Francis. This book was released on 2024-03-21 with total page 143 pages. Available in PDF, EPUB and Kindle. Book excerpt: Charting the increase in the use of games for the dissemination of extremist propaganda, radicalization, recruitment, and mobilization, this book examines the "gamification of extremism." Editors Linda Schlegel and Rachel Kowert bring together a range of insights from world-leading experts in the field to provide the first comprehensive overview of gaming and extremism. The potential nexus between gaming and extremism has become a key area of concern for researchers, policymakers, and practitioners seeking to prevent and counter radicalization and this book offers insights into key trends and debates, future directions, and potential prevention efforts. This includes the exploration of how games and game adjacent spaces, such as Discord, Twitch, Steam, and DLive, are being leveraged by extremists for the purposes of radicalization, recruitment, and mobilization. Additionally, the book presents the latest counterterrorism techniques, surveys promising preventing/countering violent extremism (P/CVE) measures currently being utilized in the gaming sphere, and examines the ongoing challenges, controversies, and current gaps in knowledge in the field. This text will be of interest to students and scholars of gaming and gaming culture, as well as an essential resource for researchers and practitioners working in prevention and counter-extremism, professionals working at gaming-related tech companies, and policymakers.
Download or read book Community Activities of Commercial Organizations in the State of Minnesota written by Ernest Mills Banzet and published by . This book was released on 1926 with total page 236 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Video Games and Social Competence written by Rachel Kowert and published by Routledge. This book was released on 2014-11-27 with total page 246 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite their popularity, online video games have been met with suspicion by the popular media and academic community. In particular, there is a growing concern that online video game play may be associated with deficits in social functioning. Due to a lack of empirical consistency, the debate surrounding the potential impact of online video game play on a user’s sociability remains an active one. This book contributes to this debate by exploring the potential impact of online video game involvement on social competence outcomes, theoretically and empirically. Through empirical research, Kowert examines the relationships between online video game involvement, social goals, and social skills and discusses the underlying mechanisms of these effects.
Download or read book A Handbook of Extra curricular Activities in the High School written by Harold Diedrich Meyer and published by . This book was released on 1926 with total page 426 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Rules of Play written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2003-09-25 with total page 680 pages. Available in PDF, EPUB and Kindle. Book excerpt: An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.