Seeing Saying Doing Playing Book in PDF, ePub and Kindle version is available to download in english. Read online anytime anywhere directly from your device. Click on the download button below to get a free pdf file of Seeing Saying Doing Playing book. This book definitely worth reading, it is an incredibly well-written.
Forget the 10,000 hour rule— what if it’s possible to learn the basics of any new skill in 20 hours or less? Take a moment to consider how many things you want to learn to do. What’s on your list? What’s holding you back from getting started? Are you worried about the time and effort it takes to acquire new skills—time you don’t have and effort you can’t spare? Research suggests it takes 10,000 hours to develop a new skill. In this nonstop world when will you ever find that much time and energy? To make matters worse, the early hours of practicing something new are always the most frustrating. That’s why it’s difficult to learn how to speak a new language, play an instrument, hit a golf ball, or shoot great photos. It’s so much easier to watch TV or surf the web . . . In The First 20 Hours, Josh Kaufman offers a systematic approach to rapid skill acquisition— how to learn any new skill as quickly as possible. His method shows you how to deconstruct complex skills, maximize productive practice, and remove common learning barriers. By completing just 20 hours of focused, deliberate practice you’ll go from knowing absolutely nothing to performing noticeably well. Kaufman personally field-tested the methods in this book. You’ll have a front row seat as he develops a personal yoga practice, writes his own web-based computer programs, teaches himself to touch type on a nonstandard keyboard, explores the oldest and most complex board game in history, picks up the ukulele, and learns how to windsurf. Here are a few of the simple techniques he teaches: Define your target performance level: Figure out what your desired level of skill looks like, what you’re trying to achieve, and what you’ll be able to do when you’re done. The more specific, the better. Deconstruct the skill: Most of the things we think of as skills are actually bundles of smaller subskills. If you break down the subcomponents, it’s easier to figure out which ones are most important and practice those first. Eliminate barriers to practice: Removing common distractions and unnecessary effort makes it much easier to sit down and focus on deliberate practice. Create fast feedback loops: Getting accurate, real-time information about how well you’re performing during practice makes it much easier to improve. Whether you want to paint a portrait, launch a start-up, fly an airplane, or juggle flaming chainsaws, The First 20 Hours will help you pick up the basics of any skill in record time . . . and have more fun along the way.
The author, a computer science professor diagnosed with terminal cancer, explores his life, the lessons that he has learned, how he has worked to achieve his childhood dreams, and the effect of his diagnosis on him and his family.
Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it
What Is Combinatorics Anyway? Broadly speaking, combinatorics is the branch of mathematics dealing with different ways of selecting objects from a set or arranging objects. It tries to answer two major kinds of questions, namely, counting questions: how many ways can a selection or arrangement be chosen with a particular set of properties; and structural questions: does there exist a selection or arrangement of objects with a particular set of properties? The authors have presented a text for students at all levels of preparation. For some, this will be the first course where the students see several real proofs. Others will have a good background in linear algebra, will have completed the calculus stream, and will have started abstract algebra. The text starts by briefly discussing several examples of typical combinatorial problems to give the reader a better idea of what the subject covers. The next chapters explore enumerative ideas and also probability. It then moves on to enumerative functions and the relations between them, and generating functions and recurrences., Important families of functions, or numbers and then theorems are presented. Brief introductions to computer algebra and group theory come next. Structures of particular interest in combinatorics: posets, graphs, codes, Latin squares, and experimental designs follow. The authors conclude with further discussion of the interaction between linear algebra and combinatorics. Features Two new chapters on probability and posets. Numerous new illustrations, exercises, and problems. More examples on current technology use A thorough focus on accuracy Three appendices: sets, induction and proof techniques, vectors and matrices, and biographies with historical notes, Flexible use of MapleTM and MathematicaTM
In Signs of the Universe, Ulla Suokko invites you to play with the Universe and follow signs to your peace and freedom. Through stories, ideas, and activities, she leads you into the infinite now, where everything is possible.