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pictionary 2017: Immersive Learning Research Network Dennis Beck, Colin Allison, Leonel Morgado, Johanna Pirker, Foaad Khosmood, Jonathon Richter, Christian Gütl, 2017-06-06 This book constitutes the refereed proceedings of the Third International Conference of the Immersive Learning Network, iLRN 2017, held in Coimbra, Portugal in June 2017. The proceedings contain 17 full papers together with 4 short papers, carefully reviewed and selected from 80 submissions. This year’s special focus is “Honoring Tradition, Immersed in the Future. |
pictionary 2017: Meaningful Game Design Devon Allcoat, Chris Evans, 2023-11-24 This book provides readers with the tools and methods with which to create effective tabletop games. It covers the design and development process thoroughly, guiding readers through the necessary mechanics, messages, and motivations of games that must be understood in order to build successful tabletop games, including serious educational games for teaching or training. Through a range of learning activities and methodologies, readers will develop an understanding of games and an appreciation for the creating and testing of game play whilst critically exploring the relationship between games, motivation, and learning. It includes chapters on design methodology, narrative, accessibility, playtesting, and more. This book will be of great interest to students of game design and serious game design courses. It will also appeal to designers, educators, and hobbyists interested in designing and developing their own tabletop games, educational or otherwise. |
pictionary 2017: Handbook of Digital Journalism Surbhi Dahiya, Kulveen Trehan, 2024-05-02 This book presents perspectives from South Asian countries, such as India, Nepal, Sri Lanka, Bangladesh, and Bhutan. It brings in-depth perspectives on content, communication, and community between communication theory and the digital news ecosystem rooted in a South Asian culture-centric approach. The book thoroughly investigates changes in the regulatory framework, regulations, policies, and code of conduct. It engages debates on digital journalism practices modeled around mobile journalism, immersive storytelling, and gamification in the context of local and hyper-local communities in South Asia. The book provides a cohesive compilation offering readers an up-to-date and comprehensive understanding of digital developments in journalism. It also helps journalists and practitioners working in news media to discover new types of information flows in a rapidly changing news media landscape. Digital Journalism: Perspectives from South Asia is a descriptive, exploratory book on digital journalism practices and policies followed in India, Nepal, Sri Lanka, Bangladesh, and Bhutan. It brings in-depth perspectives on content, communication, and community between communication theory and the digital news ecosystem rooted in a South Asia. What makes this book interesting to read is the integration of forms with manifestations on ground intersecting identities and ideologies. The book thoroughly investigates changes in the regulatory framework, regulations, policies, and code of conduct. Various chapters in the book pursue significant and exciting topics on the changing spaces of news production and consumption, the inter relationship between old and new media, everyday digital news usage and engagement, social media for news, revenue models for digital journalism among others. The highlight of this book is engaging debates on digital journalism practices modeled around mobile journalism, immersive storytelling, gamification, in the context of local and hyper local communities in South Asia. Since Digital Journalism draws extensively from algorithms, matrices and analytics, this book has exclusive chapters on data journalism, data visualization and big data.. The book provides a cohesive compilation offering readers an up-to-date and comprehensive understanding of digital developments in journalism. It also helps journalists and practitioners working in news media to discover new types of information flows in a rapidly changing news media landscape. It also articulates indegenous concerns of journalists, their security, risks and challenges as they explore the new contours of journalistic practices. |
pictionary 2017: Nonverbal Communication Judee K Burgoon, Valerie Manusov, Laura K. Guerrero, 2021-09-06 The newly revised edition of this groundbreaking textbook provides a comprehensive overview of the theory, research, and applications of nonverbal communication. Authored by three of the foremost scholars in the field and drawing on multidisciplinary research from communication studies, psychology, linguistics, and family studies, Nonverbal Communication speaks to today’s students with modern examples that illustrate nonverbal communication in their lived experiences. It emphasizes nonverbal codes as well as the functions they perform to help students see how nonverbal cues work with one another and with the verbal system through which we create and understand messages and shows how consequential nonverbal means of communicating are in people’s lives. Chapters cover the social and biological foundations of nonverbal communication as well as the expression of emotions, interpersonal conversation, deception, power, and influence. This edition includes new content on “Influencing Others,” as well as a revised chapter on “Displaying Identities, Managing Images, and Forming Impressions” that combines identity, impression management, and person perception. Nonverbal Communication serves as a core textbook for undergraduate and graduate courses in communication and psychology. Online resources for instructors, including an extensive instructor’s manual with sample exercises and a test bank, are available at www.routledge.com/9780367557386 |
pictionary 2017: How to Draw Bruce Blitz, 1991 |
pictionary 2017: Hands-On Science and Technology for Ontario, Grade 1 Jennifer E. Lawson, 2020-07-29 Experienced educators share their best, classroom-tested ideas in this teacher-friendly, activity-based resource. The grade 1 book is divided into four units: Needs and Characteristics of Living Things Materials, Objects, and Everyday Structures Energy in Our Lives Understanding Earth and Space Systems STAND-OUT COMPONENTS custom-written for the Ontario curriculum uses an inquiry-based scientific and technological approach TIME-SAVING, COST-EFFECTIVE FEATURES includes resources for both teachers and students a four-part instructional process: activate, action, consolidate and debrief, enhance an emphasis on technology, sustainability, and personalized learning a fully developed assessment plan for assessment for, as, and of learning a focus on real-life technological problem solving learning centres that focus on multiple intelligences and universal design for learning (UDL) land-based learning activities and Makerspace centres access to digital image banks and digital reproducibles (Find download instructions in the Appendix of the book.) |
pictionary 2017: Interaction of Symbols Mike Zender, 2024-10-15 Interaction of Symbols is a book for everyone engaged with icon design. It presents a theory of how icons work: symbols in an icon interact to evoke meaning. From this theory flow design principles and practices based on evidence from Design and other disciplines such as Psychology, Perception, and Cognition. The theory, principles, and practices impact how all symbol-based communications are conceived, designed, and applied. The book focuses on icons that elicit a concept without any previous training or use of language. Findings from twenty years’ worth of empirical design research studies explore, illustrate, and support each principle, process, and recommendation. The book begins with a review of icon research from various fields before laying a conceptual foundation that grounds the theory of the book. After and elaborating on that theory are chapters that demonstrate how to Establish Contexts to Guide Comprehension, Glean Which Symbols to Draw, Learn How to Draw Understandable Symbols, Clarify Metaphor, and Use Icons to Decipher Icons in Icon Systems. Written and carefully designed for a broad audience, the book’s scholarly level is elevated while the presentation is approachable. Scholar or professional can skim, scan, or dig, it’s up to them. Heavily illustrated and supported with ample citations, it is not only a book for students and professionals within the field of communication design, but also for anyone who communicates with visual symbols, from healthcare professionals to software engineers, affecting all kinds of graphic communications from advertisements to assembly instructions. |
pictionary 2017: Drawing Physics Don S. Lemons, 2017-02-03 A physics professor pairs short, elegantly written essays with simple drawings that offer engaging and accessible explanations of 51 key ideas in physics, from triangulation to relativity and beyond Humans have been trying to understand the physical universe since antiquity. Aristotle had one vision (the realm of the celestial spheres is perfect), and Einstein another (all motion is relativistic). Understandings often begin with a drawing, a humble but effective tool of the physicist's craft, part of the tradition of thinking, teaching, and learning passed down through the centuries. Don Lemons, a professor of physics and author of several physics books, pairs his essays with drawings that together convey important concepts from the history of physical science. The essays proceed chronologically, beginning with Thales' discovery of triangulation, the Pythagorean monochord, and Archimedes' explanation of balance. Readers will learn about Leonardo's description of “earthshine” (the ghostly glow between the horns of a crescent moon), Kepler's laws of planetary motion, and Newton's cradle (suspended steel balls demonstrating by their collisions that for every action there is always an equal and opposite reaction). Lemons reaches the 20th and 21st centuries with pieces on the photoelectric effect, the hydrogen atom, general relativity, the global greenhouse effect, Higgs boson, and more. The essays also place the science of the drawings in historical context—describing Galileo's conflict with the Roman Catholic Church over his teaching that the sun is the center of the universe, the link between the discovery of electrical phenomena and the romanticism of William Wordsworth, and the shadow cast by the Great War over Einstein's discovery of relativity. |
pictionary 2017: Power-Up Matthew Lane, 2019-11-19 Did you know that every time you pick up the controller to your PlayStation or Xbox, you are entering a game world steeped in mathematics? Power-Up reveals the hidden mathematics in many of today's most popular video games and explains why mathematical learning doesn't just happen in the classroom or from books--you're doing it without even realizing it when you play games on your cell phone. In this lively and entertaining book, Matthew Lane discusses how gamers are engaging with the traveling salesman problem when they play Assassin's Creed, why it is mathematically impossible for Mario to jump through the Mushroom Kingdom in Super Mario Bros., and how The Sims teaches us the mathematical costs of maintaining relationships. He looks at mathematical pursuit problems in classic games like Missile Command and Ms. Pac-Man, and how each time you play Tetris, you're grappling with one of the most famous unsolved problems in all of mathematics and computer science. Along the way, Lane discusses why Family Feud and Pictionary make for ho-hum video games, how realism in video games (or the lack of it) influences learning, what video games can teach us about the mathematics of voting, the mathematics of designing video games, and much more. Power-Up shows how the world of video games is an unexpectedly rich medium for learning about the beautiful mathematical ideas that touch all aspects of our lives--including our virtual ones.--Dust jacket. |
pictionary 2017: Grammar, Meaning, and Concepts Susan Strauss, Parastou Feiz, Xuehua Xiang, 2018-05-11 Grammar, Meaning, and Concepts: A Discourse-Based Approach to English Grammar is a book for language teachers and learners that focuses on the meanings of grammatical constructions within discourse, rather than on language as structure governed by rigid rules. This text emphasizes the ways in which users of language construct meaning, express viewpoints, and depict imageries using the conceptual, meaning-filled categories that underlie all of grammar. Written by a team of authors with years of experience teaching grammar to future teachers of English, this book puts grammar in the context of real language and illustrates grammar in use through an abundance of authentic data examples. Each chapter also provides a variety of activities that focus on grammar, genre, discourse, and meaning, which can be used as they are or can be adapted for classroom practice. The activities are also designed to raise awareness about discourse, grammar, and meaning in all facets of everyday life, and can be used as springboards for upper high school, undergraduate, and graduate level research projects and inquiry-based grammatical analysis. Grammar, Meaning, and Concepts is an ideal textbook for those in the areas of teacher education, discourse analysis, applied linguistics, second language teaching, ESL, EFL, and communications who are looking to teach and learn grammar from a dynamic perspective. |
pictionary 2017: Science and Technologies for Smart Cities Henrique Santos, Gabriela Viale Pereira, Matthias Budde, Sérgio F. Lopes, Predrag Nikolic, 2020-07-27 This book constitutes the refereed proceedings of the 5th Annual Smart City 360° Summit, held in Braga, Portugal, in December 2019. The volume combines selected papers of four conferences, namely IoT in Urban Space, Urb-IoT 2019, Smart Governance for Sustainable Smart Cities, SmartGov 2019, Sensor Systems and Software, S-Cube 2019, and Intelligent Technologies for Interactive Entertainment, Intetain 2019. The 5 keynote and 32 conference papers presented were carefully reviewed and selected from 113 submissions and present results of multidisciplinary scientific and industry collaboration to solve complex societal, technological and economic problems Smart Cities. As such, the main goals are to promote quality of life, work conditions, mobility and sustainability. |
pictionary 2017: It's All a Game Tristan Donovan, 2017-05-30 Renowned games expert Tristan Donovan opens the box on the incredible history and psychology of board games. With these compelling stories and characters, Donovan reveals why board games have captured hearts and minds all over the world for generations. |
pictionary 2017: Forward with Classics Arlene Holmes-Henderson, Steven Hunt, Mai Musié, 2018-08-09 Despite their removal from England's National Curriculum in 1988, and claims of elitism, Latin and Greek are increasingly re-entering the 'mainstream' educational arena. Since 2012, there have been more students in state-maintained schools in England studying classical subjects than in independent schools, and the number of schools offering Classics continues to rise in the state-maintained sector. The teaching and learning of Latin and Greek is not, however, confined to the classroom: community-based learning for adults and children is facilitated in newly established regional Classics hubs in evenings and at weekends, in universities as part of outreach, and even in parks and in prisons. This book investigates the motivations of teachers and learners behind the rise of Classics in the classroom and in communities, and explores ways in which knowledge of classical languages is considered valuable for diverse learners in the 21st century. The role of classical languages within the English educational policy landscape is examined, as new possibilities exist for introducing Latin and Greek into school curricula. The state of Classics education internationally is also investigated, with case studies presenting the status quo in policy and practice from Australasia, North America, the rest of Europe and worldwide. The priorities for the future of Classics education in these diverse locations are compared and contrasted by the editors, who conjecture what strategies are conducive to success. |
pictionary 2017: Popular Culture in Everyday Life Charles Soukup, Christina R. Foust, 2023-08-25 An accessible and engaging introduction to the critical study of popular culture, which provides students with the tools they need to make sense of the popular culture that inundates their everyday lives. This textbook centers on media ecology and equipment for living to introduce students to important theories and debates in the field. Each chapter engages an important facet of popular culture, ranging from the business of popular culture to communities, stories, and identities, to the simulation and sensation of pop culture. The text explains key terms and features contemporary case studies throughout, examining aspects such as memes and trends on social media, cancel culture, celebrities as influencers, gamification, meta pop culture, and personalized on-demand music. The book enables students to understand the complexity of power and influence, providing a better understanding of the ways pop culture is embedded in a wide range of everyday activities. Students are encouraged to reflect on how they consume and produce popular culture and understand how that shapes their sense of self and connections to others. Essential reading for undergraduate and postgraduate students of media studies, communication studies, cultural studies, popular culture, and other related subjects. |
pictionary 2017: Mind and Brain Vida Demarin, 2020-02-13 This book discusses the link between the brain and the mind. Adopting an evidence-based neuropsychiatry approach while also touching on philosophical aspects, it examines the association between diseases of the brain and mental health, offering comprehensive insights into the emerging new discipline of psychoneuroendocrinoimmunology and its translation to clinical practice. The book particularly focuses on brain plasticity and on explaining the ability of the brain to learn new pathways in everyday situations and at the same time improve creativity. Written by clinicians and leading experts in the field of brain physiology and pathology, this book is a valuable resource for medical professionals and postgraduate students. |
pictionary 2017: Grade 3 English Workbook for PYP (IB), Common core, KS 2 Mrs Lakshmi Chintaluri, 2020-08-14 Grade 3 English Workbook for PYP (IB), Common core, KS 2 Looking to enhance your third grader's English learning and skills? Consider the workbooks available on www.Grade1to6.com. These comprehensive workbooks cover essential topics such as Reading, Writing, Grammar, and Vocabulary, providing your child with a strong foundation in English language arts. Designed by experienced teachers to meet global standards, the BeeOne workbook series offers a wide range of worksheets suitable for Grade 3 and aligned with the curricula of PYP/Common Core, KS2, Singapore, CBSE, ICSE, and most international curricula. With 383 pages of engaging exercises and activities, the www.Grade1to6.com English workbook is ideal for year-long practice. Its attractive design and easy-to-understand content make it a favorite among children, helping them to develop a love for the English language while reinforcing essential skills. In addition to the above points, it's worth noting that the Grade 3 English workbook on www.Grade1to6.com is also structured to promote independent learning and critical thinking. The exercises are carefully crafted to challenge students while also building their confidence and helping them to achieve academic success. Furthermore, the online platform offers a convenient way for parents and teachers to monitor progress and provide targeted support where needed. |
pictionary 2017: Speaking Beyond Earth Paul E. Quast, David Dunér, 2024-04-03 Since the dawn of the Space Age, small cohorts of humanity have broadcast signals towards other stars, fabricated space-time capsules to speak for Earth aboard interstellar probes, deposited collections of space oddities on other astronomical bodies, and permanently incised the memory of our species across the deep-time legacy of the Sol System. Many of these purposeful messages are the consequence of age-old behaviors, traditions, and material practices using modern aerospace technologies. Most attempt to preserve narratives of human experience in social exchange devices for imagined, exotic audiences. Looking back upon this accumulative history of messaging from Earth, how do we begin to interpret such an eclectic portrait of Earth for ourselves? Surveying and cataloguing the variety of these artifacts through a series of interdisciplinary essays and visual documentation, this volume chronicles our changing relationships, customs, and assumptions made within this material culture for our own eyes. What do these autobiographical accounts tell us about Terrans and our minds, set against the backdrop of our planetary history? |
pictionary 2017: CALL for widening participation: short papers from EUROCALL 2020 Karen-Margrete Frederiksen, Sanne Larsen, Linda Bradley, Sylvie Thouësny, 2020-12-14 Despite the Covid-19 pandemic, the EUROCALL society succeeded in holding the 28th EUROCALL conference, EUROCALL2020, on 20-21 August as an online, two-day gathering. The transition process required to make this happen was demanding and insightful for everyone involved, and, in many ways, a logical consequence of the core content and purpose of EUROCALL. Who would be better suited to transform an onsite conference into an online event than EUROCALL? CALL for widening participation was this year’s theme. We welcomed contributions from both theoretical and practical perspectives in relation to the many forms and contexts of CALL. We particularly welcomed longitudinal studies or studies that revisited earlier studies. The academic committee accepted 300 abstracts for paper presentations, symposia, workshops, and posters under this theme; 57 short papers are published in this volume. We hope you will enjoy reading this volume, the first one to reflect a one hundred percent online EUROCALL conference/Online Gathering. |
pictionary 2017: Handbook of Organizational Creativity Roni Reiter-Palmon, Sam Hunter, 2023-06-22 Handbook of Organizational Creativity: Individual and Group Level Influences, Second Edition covers creativity from many perspectives in two unique volumes, including artificial Intelligence work, creativity within specific applied domains (e.g., engineering, science, therapy), and coverage of leadership. The book includes individual, team and organizational level factors and includes organizational interventions to facilitate creativity (such as training). Chapters focus on creative abilities and creative problem-solving processes, along with individual differences such as motivation, affect and personality. New chapters include the neuroscience of creativity, creativity and meaning, morality/ethicality and creativity, and creative self-beliefs. Sections on group level phenomena examine team cognition, team social processes, team diversity, social networks, and multi-team systems and creativity. Final coverages includes different types and approaches to leadership, such as transformational leadership, ambidextrous leadership leader-follower relations, and more. - Focuses on the key need to increase creativity and innovation in organizations - Identifies the factors influencing organizational creativity - Includes individual, group and organizational influences - Identifies personality traits and beliefs affecting creativity - Discusses problem-solving processes, idea evaluation, and diverent thinking - Contains new coverage of virtual teams, creative meetings, and multiteam systems - This expanded second edition is divided into two volumes. For further information on Leadership, Interventions, and Macro Level Issues visit https://shop.elsevier.com/books/handbook-of-organizational-creativity/reiter-palmon/978-0-323-91841-1 |
pictionary 2017: Moving the Needle David M. Rosch, Scott J. Allen, Daniel M. Jenkins, 2025-06-20 Moving the Needle: What We Know (and Don’t) About Developing Leaders examines 34 popular and cutting-edge instructional strategies that educators and trainers have employed to help others develop the capacity to lead. |
pictionary 2017: Design Thinking Research Christoph Meinel, Larry Leifer, 2021-03-26 Extensive research conducted by the Hasso Plattner Design Thinking Research Program at Stanford University in Palo Alto, California, USA, and the Hasso Plattner Institute in Potsdam, Germany, has yielded valuable insights on why and how design thinking works. The participating researchers have identified metrics, developed models, and conducted studies, which are featured in this book, and in the previous volumes of this series. This volume provides readers with tools to bridge the gap between research and practice in design thinking with varied real world examples. Several different approaches to design thinking are presented in this volume. Acquired frameworks are leveraged to understand design thinking team dynamics. The contributing authors lead the reader through new approaches and application fields and show that design thinking can tap the potential of digital technologies in a human-centered way. In a final section, new ideas in neurodesign at Stanford University and at Hasso Plattner Institute in Potsdam are elaborated upon thereby challenging the reader to consider newly developed methodologies and provide discussion of how these insights can be applied to various sectors. Special emphasis is placed on understanding the mechanisms underlying design thinking at the individual and team levels. Design thinking can be learned. It has a methodology that can be observed across multiple settings and accordingly, the reader can adopt new frameworks to modify and update existing practice. The research outcomes compiled in this book are intended to inform and provide inspiration for all those seeking to drive innovation – be they experienced design thinkers or newcomers. |
pictionary 2017: Building Blocks of Tabletop Game Design Geoffrey Engelstein, Isaac Shalev, 2022-03-02 If games were lands to be explored, they would be far too large for one explorer to master. Building Blocks of Tabletop Game Design is a much-needed atlas for the explorer—giving a framework of what to look for in a game, and a focus for game play that will be useful for understanding the whole. The game scholar will find this invaluable. —Richard Garfield, creator of Magic: The Gathering People talk about the art of game design or the craft of game design. Engelstein and Shalev hone in on the science of game design with a razor-sharp scalpel. This book will be within arm’s reach as I work on games and I expect it to be consulted often. —Rob Daviau, creator of Risk: Legacy and Chief Restoration Officer of Restoration Games The most comprehensive and well-researched encyclopedia of game mechanisms that I’ve seen to date. —Matt Leacock, creator of Pandemic Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanisms, Second Edition compiles hundreds of game mechanisms, organized by category. The book can be read cover-to-cover and used as a reference to solve a specific design problem or for inspiration and research on new designs. This second edition collects even more mechanisms, expands on and updates existing entries, and includes color images. Building Blocks is a great starting point for new designers, a handy guidebook for the experienced, and an ideal classroom reference. Each Game Mechanisms Entry Contains: The definition of the mechanism An explanatory diagram of the mechanism Discussion of how the mechanism is used in successful games Considerations for implementing the mechanism in new designs Geoffrey Engelstein is a game designer and educator. His designs include the Space Cadets series, The Dragon & Flagon, The Expanse, and Super Skill Pinball. He has published several books on game design, including GameTek: The Math and Science of Gaming, Achievement Relocked, and Game Production. He is on the faculty of the NYU Game Center as an adjunct professor for Board Game Design and has been invited to speak about game design at PAX, GenCon, Metatopia, and the Game Developers Conference. Isaac Shalev is a game designer, author, and educational games consultant. He has designed tabletop titles including Seikatsu, Waddle, and Show & Tile. He runs Sage70, Inc., a data strategy and games-based learning consultancy that serves nonprofit organizations. He lives in Cary, North Carolina with his wife, three children, and a dog. |
pictionary 2017: Transforming Learning Peter M. Jonas, 2019-08-14 The book uses a meta-analysis and meta-synthesis to identify nine areas where humor significantly improves various aspects of the learning environment. |
pictionary 2017: The Oxford Handbook of Approaches to Language Evolution Limor Raviv, Cedric Boeckx, 2025-04-11 This handbook provides a detailed account of the many methodological tools and approaches used in the field of language evolution. The field has seen a rapid growth over the last decade, with a greater focus on empirical data and interdisciplinary syntheses. This volume aims to make sense of these recent developments, to provide a clear map of the current research landscape, and to showcase some of the most important advances. Each chapter highlights a particular methodology and outlines a question or set of questions that can be addressed using that methodology, illustrated by a key example from the recent literature. The volume is divided into three parts. Part I showcases the many ways in which humans can shed light on the evolution of language when placed in specific experimental settings, as well as discussing the use of clinical, genetic, observational and historical data. Part II is devoted to simulations and models that enable the careful control of biases, mechanisms, and environments, while Part III revolves around the idea that the study of non-human animals can provide valuable insights into the evolution of human language. The handbook as a whole demonstrates that multiple complimentary approaches are necessary to do justice to the complexity of language evolution. |
pictionary 2017: Cerebellum and Cerebrum in Homeostatic Control and Cognition Eric Parkins, 2021-11-22 Cerebellum and Cerebrum in Homeostatic Control and Cognition presents a ground-breaking hybrid-brain psychology, proposing that the cerebellum and cerebrum operate in a complementary manner as equal cognitive partners in learning based control. The book synthesises contemporary neuroscience and psychology in terms of their common underlying control principle, homeostasis. Drawing on research and theory from neuroscience, psychology, AI and robotics, it provides a hybrid control systems interpretation of consciousness and self; unconscious mind; REM dream sleep; emotion; self-monitoring and self-control; memory, infantile amnesia; and, cognitive development. This is used to investigate different elements of cerebellum-cerebrum offline interaction; including attention and working memory, and explores cerebellar and cerebral contributions to various aspects of a number of disorders; including ADHD, ASD and schizophrenia. Presenting original ideas around neuropsychological architecture, the book will be of great interest to academics, researchers, and post-graduate students in the fields of neuropsychology, cognitive psychology, neuroscience and clinical psychology. |
pictionary 2017: Human-Computer Interaction – INTERACT 2023 José Abdelnour Nocera, Marta Kristín Lárusdóttir, Helen Petrie, Antonio Piccinno, Marco Winckler, 2023-08-24 The four-volume set LNCS 14442 -14445 constitutes the proceedings of the 19th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2023, held in York, UK, in August/September 2023. The 71 full papers and 58 short papers included in this book were carefully reviewed and selected from 406 submissions. They were organized in topical sections as follows: 3D Interaction; Accessibility; Accessibility and Aging; Accessibility for Auditory/Hearing Disabilities; Co-Design; Cybersecurity and Trust; Data Physicalisation and Cross-device; Eye-Free, Gesture Interaction and Sign Language; Haptic interaction and Healthcare applications; Self-Monitoring; Human-Robot Interaction; Information Visualization; Information Visualization and 3D Interaction; Interacting with Children; Interaction with Conversational Agents; Methodologies for HCI; Model-Based UI Design and Testing; Montion Sickness, Stress and Risk perception in 3D Environments and Multisensory interaction; VR experiences; Natural Language Processing and AI Explainability; Online Collaboration and Cooperative work; Recommendation Systems and AI Explainability; Social AI; Social and Ubiquitous Computing; Social Media and Digital Learning; Understanding Users and Privacy Issues; User movement and 3D Environments; User Self-Report; User Studies; User Studies, Eye-Tracking, and Physiological Data; Virtual Reality; Virtual Reality and Training; Courses; Industrial Experiences; Interactive Demonstrations; Keynotes; Panels; Posters; and Workshops. |
pictionary 2017: A 150 years’ celebration of darwin’s book on human evolution and sexual selection: Its legacy and future prospects Marco Antonio Correa Varella, Jaroslava Varella Valentova, Catherine Salmon, Barnaby James Wyld Dixson, Marina Butovskaya, Anabela Pinto Pinto, Boguslaw Pawlowski, Carol Cronin Weisfeld, 2023-07-06 |
pictionary 2017: Ultimate Visual Dictionary , 1994 Color photographs and detailed text describe more than 50,000 terms and 270 major entries on everything from the prehistoric earth and the sciences to sports, art, and music. |
pictionary 2017: The Lab Draw Answer Book Dennis John Ernst, 2017-01-01 |
pictionary 2017: The Intersection of Cognitive, Motor, and Sensory Processing in Aging: Links to Functional Outcomes Jeannette R. Mahoney, Jennifer Campos, Uros Marusic, 2022-10-07 |
pictionary 2017: Jake the Fake Keeps it Real Craig Robinson, Adam Mansbach, 2017 Having faked his way into the Music and Art Academy, a performing arts school for gifted students where his talented older sister rules, sixth-grader Jake, a jokester who can barely play an instrument, will have to think of something quick before the last laugh is on him. |
pictionary 2017: Applied Learning in Higher Education: Sok Mui Lim, Yong Lim Foo, Han Tong Loh, Xudong Deng, 2020 Today, “all institutions of higher education almost everywhere in the world have been influenced by the concept of globalisation. The resulting policy changes in each nation state have, of course, reflected the degree of the impact of globalisation on the country, hence the changes in higher education.” (Banya, 2005, p.147). This points to globalisation shaping knowledge production as well as the spread of intentional and continuous waves of innovation. The effects of globalisation on education can be seen through a) the changing paradigm from a closed system to a more open system, and b) the changing approach from a teacher-centred learning environment to that of a learner-centred environment. This changing approach culminates in the broader ideas of ‘applied learning’ through a) a productive view of learning versus reproductive view of learning, b) constructivist versus behaviourist, c) learning facilitation versus teaching, and d) process-based assessment versus outcome-based assessment (Rudic, 2016). |
pictionary 2017: The Routledge Handbook of Semiosis and the Brain Adolfo M. García, Agustín Ibáñez, 2022-11-14 This Handbook introduces neurosemiotics, a pluralistic framework to reconsider semiosis as an emergent phenomenon at the interface of biology and culture. Across individual and interpersonal settings, meaning is influenced by external and internal processes bridging phenomenological and biological dimensions. Yet, each of these dyads has been segregated into discipline-specific topics, with attempts to chart their intersections proving preliminary at best. Bringing together perspectives from world-leading experts, this volume seeks to overcome these disciplinary divides between the social and the natural sciences at both the empirical and theoretical levels. Its various chapters chart the foundations of neurosemiotics; characterize linguistic and interpersonal dynamics as shaped by neurocognitive, bodily, situational, and societal factors; and examine other daily neurosemiotic occurrences driven by faces, music, tools, and even visceral signals. This comprehensive volume is a state-of the-art resource for students and researchers interested in how humans and other animals construe experience in such fields as cognitive neuroscience, biosemiotics, philosophy of mind, neuropsychology, neurolinguistics, and evolutionary biology. |
pictionary 2017: Collaborative community partnerships across education settings Mariëtte P. Koen, Luiza O. De Souza, 2025-02-25 This book features chapters by scholars from various education fields specialising in sustainability. As the first volume in North-West University’s Community-based Educational Research Series, it focuses on transforming education through a participatory approach. The authors explore quality education across early childhood, primary, secondary and higher education by examining collaborative efforts among practitioners, parents and teachers. This scholarly book provides empirical evidence on how collaborative initiatives can promote sustainable development. These initiatives encourage partnerships among community leaders, educators, learners, nongovernmental organisations, government and the private sector for lifelong learning and professional development. It highlights southern African experiences in collaborative education, aligned with the United Nations’ sustainable development goal of achieving quality education. The book demonstrates various research designs and methods applied to educational practice from early childhood to tertiary levels through empirical research and community projects. |
pictionary 2017: Handbook of Creativity Assessment Mark A. Runco, Selcuk Acar, 2024-08-06 The Handbook of Creativity Assessment provides a holistic overview of the current theories and methods used to evaluate creativity. Setting out clear guidance for the effective assessment of both creative potential and creative performance, it paints a comprehensive picture of the beneficial nature of measuring creativity accurately, however it is expressed. |
pictionary 2017: Encyclopedia of Video Games Mark J. P. Wolf, 2021-05-24 Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike. |
pictionary 2017: Design Computing and Cognition '18 John S. Gero, 2019-01-07 This is the proceedings of the Eighth International Conference on Design Computing and Cognition (DCC’18) held at the Polytecnico di Milano in Italy. This volume presents both advances in theory and applications and demonstrates the depth and breadth of design computing and design cognition. Design thinking, the label given to the acts of designing, has become a paradigmatic view that has transcended the discipline of design and is now widely used in business and elsewhere. As a consequence there is an increasing interest in design research. This volume contains papers that represent the state-of-the-art research and developments in design computing and design cognition. This book is of particular interest to researchers, developers and users of advanced computation in design and those who need to gain a better understanding of designing that can be obtained through empirical studies. |
pictionary 2017: Advances in Neural Computation, Machine Learning, and Cognitive Research VII Boris Kryzhanovsky, Witali Dunin-Barkowski, Vladimir Redko, Yury Tiumentsev, Valentin Klimov, 2023-10-11 This book describes new theories and applications of artificial neural networks, with a special focus on answering questions in neuroscience, biology and biophysics and cognitive research. It covers a wide range of methods and technologies, including deep neural networks, large-scale neural models, brain–computer interface, signal processing methods, as well as models of perception, studies on emotion recognition, self-organization and many more. The book includes both selected and invited papers presented at the XXV International Conference on Neuroinformatics, held on October 23-27, 2023, in Moscow, Russia. |
pictionary 2017: The Meaningful Middle School Classroom Jennifer K. Ciok, 2025-05-30 Explore ways to spark engagement in the middle school classroom with this practical and inspiring guide. Early teens face distinctive challenges. They are entering adolescence with new and more intense social and academic pressures. They are beginning to ask big questions and seek deeper meaning in all aspects of their lives—including what they're learning at school. Unfortunately, for many students at this unique developmental stage, classroom engagement also begins to wane. In The Meaningful Middle School Classroom, Jennifer K. Ciok draws on her more than 25 years of experience as a teacher and coach, along with insights and reflections from other educators, researchers, and students, to clarify opportunities and challenges teachers face at this level. She begins with an examination of the developing adolescent brain and how teachers can collect qualitative data to better comprehend the student experience. Then she highlights the following practices for connecting with students: • Creating experiences that elevate students' own stories and backgrounds so that they feel seen, heard, and valued. • Integrating art into the classroom to help foster self-expression and curiosity. • Exploring authentic applications, passion projects, and service learning opportunities to connect classroom learning to the real world. • Offering simple ways to infuse relevance and meaning into the curriculum. With strategies across content areas, reflective questions to support teachers' implementation efforts, and real-life examples of successful outcomes, The Meaningful Middle School Classroom will help teachers keep engagement high, bolster academic outcomes, and give students the support they need at a critical life stage. |
pictionary 2017: A Slow, Painful Death Would Be Too Good for You (and Other Observations): A Pillow Book for Dyspeptics David Roddis, 2018-09-24 Gather 'round, peeps, for some sparkling, startling lessons in old-school fabulousness, including a bitch-slap from Big Gay Pope David; a breathtaking ride on a Gigolo; and even a photography master class with that insufferable Canadian superstar and adulte terrible David DeLaRoddis,The Guy With The Eye. In this debut collection of personal essays -- a veritable treasure trove of bons mots and quirky alter egos, as well as a tongue-in-cheek memoir and a rallying cry of queer solidarity -- David Roddis aims his wry, devastating wit at Canadian and U.S. politics, pineapple Freezies and just about everything in between, not sparing himself a few self-deprecating jabs in the process. Blending sixty-plus years of defiant survival into vintage Champagne, and with a voice that runs the gamut from caustic to camp, satirical to lyrical, Roddis ultimately reminds us that, however desperate the situation may appear, it's never serious. |
skribbl - Free Multiplayer Drawing & Guessing Game
skribbl.io is a free online multiplayer drawing and guessing pictionary game. A normal game consists of a few rounds, where every round a player has to draw their chosen word and others have to …
Pictionary Generator - Random Word Generator
Basically, the goal of the game is for one person to draw a picture without using any letters, numbers, words, gestures, verbal cues or nonverbal cues, and their partner has to guess what …
How to Play Pictionary: The Ultimate Game Guide - wikiHow
Jun 6, 2025 · Pictionary is a fun game where players try to guess what other players are drawing. To play Pictionary, first split up into two teams with at least two players on each team. Each team …
Pictionary - Wikipedia
Pictionary (/ ˈ p ɪ k ʃ ən ər i /, US: /-ɛr i /, PIK-shuh-NER-ee) is a charades-inspired word-guessing game invented by Robert Angel with graphic design by Gary Everson and first published in 1985 …
Sketchful.io - Multiplayer Drawing and Guessing Pictionary Game
Sketchful.io is a free online drawing and guessing game. Play pictionary with anyone in the world! Be the fastest to guess and earn the most points to win!
How to Play Pictionary | Official Rules - Official Game Rules
Pictionary is a fast-paced drawing and guessing game where players race against the clock to identify words or phrases based on sketches. No artistic skills are required—just creativity and …
Doodlr.io - Multiplayer Drawing and Guessing Game
Doodlr.io is an online drawing and guessing pictionary IO game. Match up with players around the world or create private matches with your friends! Guess correctly and win points.
Play Pictionary - The Fun and Exciting Drawing Game for Groups ...
Feb 19, 2024 · Level up your team-building with the ultimate party game: Pictionary! What is Pictionary? As a dynamic and enjoyable icebreaker, Pictionary brings individuals together in a …
Pictionary: Rules and How to Play - Group Games 101
Aug 29, 2023 · This complete Pictionary rules guide explains everything you need to know to play Pictionary, including a brief history and a video tutorial.
How to Play Pictionary – The Complete Guide to Pictionary
Apr 5, 2023 · Pictionary is a classic guessing game to play with a group of friends that can be fast-paced, hilarious, and so much fun. Pick your teams, grab a pencil and pad of paper and get …
skribbl - Free Multiplayer Drawing & Guessing Game
skribbl.io is a free online multiplayer drawing and guessing pictionary game. A normal game consists of a few rounds, where every round a player has to draw their chosen word and …
Pictionary Generator - Random Word Generator
Basically, the goal of the game is for one person to draw a picture without using any letters, numbers, words, gestures, verbal cues or nonverbal cues, and their partner has to guess what …
How to Play Pictionary: The Ultimate Game Guide - wikiHow
Jun 6, 2025 · Pictionary is a fun game where players try to guess what other players are drawing. To play Pictionary, first split up into two teams with at least two players on each team. Each …
Pictionary - Wikipedia
Pictionary (/ ˈ p ɪ k ʃ ən ər i /, US: /-ɛr i /, PIK-shuh-NER-ee) is a charades-inspired word-guessing game invented by Robert Angel with graphic design by Gary Everson and first published in …
Sketchful.io - Multiplayer Drawing and Guessing Pictionary Game
Sketchful.io is a free online drawing and guessing game. Play pictionary with anyone in the world! Be the fastest to guess and earn the most points to win!
How to Play Pictionary | Official Rules - Official Game Rules
Pictionary is a fast-paced drawing and guessing game where players race against the clock to identify words or phrases based on sketches. No artistic skills are required—just creativity and …
Doodlr.io - Multiplayer Drawing and Guessing Game
Doodlr.io is an online drawing and guessing pictionary IO game. Match up with players around the world or create private matches with your friends! Guess correctly and win points.
Play Pictionary - The Fun and Exciting Drawing Game for Groups ...
Feb 19, 2024 · Level up your team-building with the ultimate party game: Pictionary! What is Pictionary? As a dynamic and enjoyable icebreaker, Pictionary brings individuals together in a …
Pictionary: Rules and How to Play - Group Games 101
Aug 29, 2023 · This complete Pictionary rules guide explains everything you need to know to play Pictionary, including a brief history and a video tutorial.
How to Play Pictionary – The Complete Guide to Pictionary
Apr 5, 2023 · Pictionary is a classic guessing game to play with a group of friends that can be fast-paced, hilarious, and so much fun. Pick your teams, grab a pencil and pad of paper and …