The Collaborative Games

The Story Behind the Spectacle

Author: Tony Webb

Publisher: Pluto PressAustralia

ISBN:

Category: Sports & Recreation

Page: 223

View: 223

Behind-the-scenes look at the planning and delivery of the 2000 Sydney Olympic Games. Offers an insight into the high levels of collaboration and cooperation shown in order to stage the Games, from the construction itself - a $3.2 billion program that was completed on time and under budget - to the 200,000 people, a third of whom were volunteers, who worked together to make the event possible. Foreword by Bob Carr, New South Wales Premier. Includes photos, appendices, glossary and index.

Towards Cooperative Learning in Elementary School Physical Education

Author: Glenn Kirchner

Publisher: Charles C Thomas Publisher

ISBN:

Category: Education

Page: 185

View: 570

Preface PART 1 - CHOOSING INSTRUCTIONAL STRATEGIES Chapter 1. The Role of Physical Education and How It Should Be Taught 2. Individualistic, Competitive and Cooperative Teaching Strategies PART 2 - CREATIVE AND COOPERATIVE TEACHING STRATEGIES IN GAMES 3. Guiding Children to Invent New Games 4. Guiding Children to Invent Cooperative Games 5. Teaching Game Concepts and Skills PART 3 - CREATIVE AND COOPERATIVE TEACHING STRATEGIES IN GYMNASTICS 6. Adding Creative and Cooperative Components to Gymnastics 7. Adding Creative and Cooperative Components to Movement Education PART 4 - CREATIVE AND COOPERATIVE TEACHING STRATEGIES IN DANCE 8. Adding Creative and Cooperative Components to Dance PART 5 - OTHER SPECIAL USES OF CREATIVE AND COOPERATIVE TEACHING STRATEGIES 9. Teaching Physical Fitness Activities 10. Teaching Academic Concepts and Skills Through Physical Activities 11. A Time to Change Our Emphasis Index

Innovation Games

Creating Breakthrough Products Through Collaborative Play

Author: Luke Hohmann

Publisher: Pearson Education

ISBN:

Category: Computers

Page: 176

View: 189

Innovation Through Understandingsm The toughest part of innovation? Accurately predicting what customers want, need, and will pay for. Even if you ask them, they often can’t explain what they want. Now, there’s a breakthrough solution: Innovation Games. Drawing on his software product strategy and product management consulting experience, Luke Hohmann has created twelve games that help you uncover your customers’ true, hidden needs and desires. You’ll learn what each game will accomplish, why it works, and how to play it with customers. Then, Hohmann shows how to integrate the results into your product development processes, helping you focus your efforts, reduce your costs, accelerate time to market, and deliver the right solutions, right from the start. Learn how your customers define success Discover what customers don’t like about your offerings Uncover unspoken needs and breakthrough opportunities Understand where your offerings fit into your customers’ operations Clarify exactly how and when customers will use your product or service Deliver the right new features, and make better strategy decisions Increase empathy for the customers’ experience within your organization Improve the effectiveness of the sales and service organizations Identify your most effective marketing messages and sellable features Innovation Games will be indispensable for anyone who wants to drive more successful, customer-focused product development: product and R&D managers, CTOs and development leaders, marketers, and senior business executives alike.

Digital Learning and Collaborative Practices

Lessons from Inclusive and Empowering Participation with Emerging Technologies

Author: Eva Brooks

Publisher: Routledge

ISBN:

Category: Education

Page: 240

View: 541

Digital Learning and Collaborative Practices offers a comprehensive overview of design-based, technology-enhanced approaches to teaching and learning in virtual settings. Today’s digital communications foster new opportunities for sharing culture and knowledge while also prompting concerns over division, disinformation and surveillance. This book uniquely emphasises playful, collaborative experiences and democratic values in a variety of environments—adaptive, augmented, dialogic, game-based and beyond. Graduate students and researchers of educational technology, the learning sciences and interaction design will discover rich theories, interventions, models and approaches for concretising emerging practices and competencies in digital learning spaces.

Collaborative Learning Techniques

A Handbook for College Faculty

Author: Elizabeth F. Barkley

Publisher: John Wiley & Sons

ISBN:

Category: Education

Page: 448

View: 215

A guide to thirty-five creative assignments for pairs and groups Collaborative Learning Techniques is the bestseller that college and university faculty around the world have used to help them make the most of small group learning. A mountain of evidence shows that students who learn in small groups together exhibit higher academic achievement, motivation, and satisfaction than those who don't. Collaborative learning puts into practice the major conclusion from learning theory: that students must be actively engaged in building their own minds. In this book, the authors synthesize the relevant research and theory to support thirty-five collaborative learning activities for use in both traditional and online classrooms. This second edition reflects the changed world of higher education. New technologies have opened up endless possibilities for college teaching, but it's not always easy to use these technologies effectively. Updated to address the challenges of today's new teaching environments, including online, "flipped," and large lectures, Collaborative Learning Techniques is a wonderful reference for educators who want to make the most of any course environment. This revised and expanded edition includes: Additional techniques, with an all-new chapter on using games to provide exciting, current, technologically-sophisticated curricula A section on effective online implementation for each of the thirty-five techniques Significantly expanded pedagogical rationale and updates on the latest research showing how and why collaborative learning works Examples for implementing collaborative learning techniques in a variety of learning environments, including large lecture classes and "flipped" classes Expanded guidance on how to solve common problems associated with group work The authors guide instructors through all aspects of group work, providing a solid grounding in what to do, how to do it, and why it is important for student learning. The detailed procedures in Collaborative Learning Techniques will help teachers make sure group activities go smoothly, no matter the size or delivery method of their classes. With practical advice on how to form student groups, assign roles, build team spirit, address unexpected problems, and evaluate and grade student participation, this new edition of the international classic makes incorporating effective group work easy.

The Impact of Collaborative Scaffolding in Educational Video Games on the Collaborative Support Skills of Middle School Students

Author: Anna Loparev

Publisher:

ISBN:

Category:

Page: 110

View: 292

"Collaboration is crucial to everything from product development in the workplace to research design in academia, yet there is no consensus on best practice when it comes to teaching collaborative skills. We explore one promising option: collaborative scaffolding in educational video games. Through this methodology, we can impart collaborative skills alongside topics like math and science in a medium already proven to be beneficial. Before approaching our study design, we had to reconcile the large and often contradictory volume of literature on collaboration's definition and elements. From our review of over 25 studies and surveys, we developed a multilevel taxonomy with four main components: group quality, coordination, communication, and support. Researchers can utilize the taxonomy to isolate elements of collaboration relevant to their interests, and educators can use it to help identify collaborative skills that students lack. It can even act as a design guide for educational game developers. For our own work, we chose to focus on scaffolding two subcomponents of support: direct and indirect helping. We ran mixed-factorial trials with over 70 local middle school students to observe behaviors and attitudes before, during, and after collaborative video game play. To gather data, facilitate play, and present scaffolding to students, we made several modifications to an existing educational physics game, including the creation of a scaffolding architecture and the implementation of a data collection infrastructure. Researchers and game developers can build on our designs and learn from the challenges we encountered to help develop and evaluate future scaffolding systems. During trials, we recorded audio, made direct observations, and logged in-game events. From our data, we found that collaborative scaffolding had no impact on helping behaviors, but, more interestingly, had a negative impact on motivation and attitudes toward collaboration. These results highlight the need for further exploration into behavioral effects and the external factors that can impact the value of this promising approach"--Pages vi-vii.

Collaborative Innovation in the Public Sector

Author: Jacob Torfing

Publisher: Georgetown University Press

ISBN:

Category: Political Science

Page: 352

View: 947

Network-based collaboration between public and private stakeholders may bring about a renaissance in creative governance. In this book, Jacob Torfing draws on extensive research to analyze and promote the emerging field of collaborative innovation. His exploration of processes and the roles of specific systems combine the analytical and theoretical. The result is a collection of reflections and propositions that provides a much-needed blueprint for study in this emerging but still-unsettled field.

Let's Play the Game

Collaborative Activities and Games

Author: Charalee Graydon

Publisher: CreateSpace

ISBN:

Category:

Page: 82

View: 747

Collaborative decision making. Activities. Games. Lets Play the Game uses collaboration to address problems in human relationships. The book is a companion to The Judgement Game, published in 2013. Through a series of activities and games, groups gather and share ideas in decision making and conflict resolution. Diversity of opinion and creativity are rewarded! This is a book for schools, reading groups, classes in critical thinking, ESL, legal theory and people with ideas about changing the criminal justice system."

Big Book of Virtual Teambuilding Games: Quick, Effective Activities to Build Communication, Trust and Collaboration from Anywhere!

Author: Mary Scannell

Publisher: McGraw Hill Professional

ISBN:

Category: Business & Economics

Page: 256

View: 558

Get remote team members to interact as if they’re in the same room! Whether you’re videoconferencing with team members across the world or e-mailing a colleague sitting ten feet away, the truth is evident: technology has permanently altered the way we communicate. The virtual workplace can facilitate quicker decision making and reduced overhead. But the lack of face-to-face interaction can also impede trust, innovation, and creativity among team members. The Big Book of Virtual Team-Building Games is packed with games and activities for developing productive virtual teams across all digital platforms, including e-mail, mobile devices, web-based conferencing tools, and social media sites such as Facebook, Twitter, and Skype. The Big Book of Virtual Team-Building Games helps you: Build a greater sense of community and reduce conflict Increase levels of engagement Get the most out of more-introverted team members Boost team members’ productivity Make sure that the only thing separating your people is distance. The Big Book of Virtual Team-Building Games is just the tool you need to develop trusting relationships, foster clear communication, and use technology to enhance the team’s connections.

The Collaborative Classroom

A Guide to Co-operative Learning

Author: Susan Hill

Publisher: Vintage

ISBN:

Category: Education

Page: 152

View: 819

Practical guide for teachers wishing to implement cooperative learning processes as opposed to the more traditional individualised and competitive learning environments. Four broad areas where cooperative skills are needed are identified and discussed. They include forming groups, working and problem solving as a group, and managing differences.

The Player-Composer. Interactive Video Games as a Medium for Collaborative Composition

Author: Gilbert Price

Publisher: GRIN Verlag

ISBN:

Category: Music

Page: 32

View: 979

Master's Thesis from the year 2019 in the subject Musicology - Miscellaneous, University of Birmingham, language: English, abstract: This dissertation explores how players’ interaction and engagement with video games affect their musical content. The author builds principally upon previous research undertaken by Elizabeth Medina-Grey concerning video game music’s modular compositional process. He claims that the players of video games, though their vital role in the final realization of video game scores, act not merely as instruments in the composer’s vision but as co-composers in themselves. The dissertation is in three parts. In the first part He will be explicating relevant scholars’ work, with some discussion and critique. The second part is devoted to an in-depth case study of the compositional process of the 2014 puzzle game Hexcells, to which He will apply theories and concepts explained in the first part. The final part is an extended discussion based on the findings in part two, ending with conclusions and implications.

50 Digital Team-Building Games

Fast, Fun Meeting Openers, Group Activities and Adventures Using Social Media, Smart Phones, GPS, Tablets, and More

Author: John Chen

Publisher: John Wiley & Sons

ISBN:

Category: Business & Economics

Page: 200

View: 659

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!

Organizational Psychology

An Experiential Approach

Author: David A. Kolb

Publisher:

ISBN:

Category: Psychology, Industrial

Page: 422

View: 212