Awesome Icebreakers S-U


Book Description

?Who wants to go first?? How often does this question cause kids to scoot lower in their chairs or duck behind pillars? Avoid causing panic by opening with a game, a challenge, or an exercise that sparks discussion. The packet is filled with fun ways to help young people get to know one another, become comfortable in their groups, and form a unit with a common goal. The activities are in alphabetical order for easy access. They include challenges like getting the group through a web, identifying logos, finding differences, and more.




The Big Book of Conflict Resolution Games: Quick, Effective Activities to Improve Communication, Trust and Collaboration


Book Description

Make workplace conflict resolution a game that EVERYBODY wins! Recent studies show that typical managers devote more than a quarter of their time to resolving coworker disputes. The Big Book of Conflict-Resolution Games offers a wealth of activities and exercises for groups of any size that let you manage your business (instead of managing personalities). Part of the acclaimed, bestselling Big Books series, this guide offers step-by-step directions and customizable tools that empower you to heal rifts arising from ineffective communication, cultural/personality clashes, and other specific problem areas—before they affect your organization's bottom line. Let The Big Book of Conflict-Resolution Games help you to: Build trust Foster morale Improve processes Overcome diversity issues And more Dozens of physical and verbal activities help create a safe environment for teams to explore several common forms of conflict—and their resolution. Inexpensive, easy-to-implement, and proved effective at Fortune 500 corporations and mom-and-pop businesses alike, the exercises in The Big Book of Conflict-Resolution Games delivers everything you need to make your workplace more efficient, effective, and engaged.




Going Dutch in Beijing


Book Description

McCrum pens a lighthearted and informative guide to everything from first meeting to last rites. Subjects covered include the opening contact between strangers; greetings, gestures, handshakes, and getting names right; as well as more complex traditions and how to behave abroad.




Fangirl


Book Description

#1 New York Times bestselling author! In Rainbow Rowell's Fangirl, Cath is a Simon Snow fan. Okay, the whole world is a Simon Snow fan, but for Cath, being a fan is her life-and she's really good at it. She and her twin sister, Wren, ensconced themselves in the Simon Snow series when they were just kids; it's what got them through their mother leaving. Reading. Rereading. Hanging out in Simon Snow forums, writing Simon Snow fan fiction, dressing up like the characters for every movie premiere. Cath's sister has mostly grown away from fandom, but Cath can't let go. She doesn't want to. Now that they're going to college, Wren has told Cath she doesn't want to be roommates. Cath is on her own, completely outside of her comfort zone. She's got a surly roommate with a charming, always-around boyfriend, a fiction-writing professor who thinks fan fiction is the end of the civilized world, a handsome classmate who only wants to talk about words . . . And she can't stop worrying about her dad, who's loving and fragile and has never really been alone. For Cath, the question is: Can she do this? Can she make it without Wren holding her hand? Is she ready to start living her own life? And does she even want to move on if it means leaving Simon Snow behind? A New York Times Book Review Notable Children's Book of 2013 A New York Times Best Seller!




Moving Beyond Icebreakers


Book Description

Moving Beyond Icebreakers contains 440 pages packed with insight and ideas about building community, engaging students in learning, and making meetings work. It describes an innovative meeting format and documents over 300 interactive exercises (not just "icebreakers") that enable readers to: * Achieve group goals * Build relationships * Resolve group problems * Teach, lead, motivate, and inspire The first 130 pages describe how to use "icebreakers" and other interactive methods to help group members make decisions, create new ideas, solve problems, resolve conflicts, and understand new concepts. In these pages you will find a five-part meeting structure that you can use to become an expert facilitator, following an approach that engages both youth and adults in meeting the group's goals. You will also find detailed agendas, lesson plans, and scenarios that show how this approach works in the real world. Table of contents: * Why use interactive methods? * Working into interaction * Coping with resistance and fear of failure * The interactive meeting format * Interactive exercises (name exercises, warm-up questions, five-minute springboard exercises, fifteen-minute springboard exercises, in-your-chair springboard exercises, tag-style springboard exercises, springboard exercises for groups both large and small, the rest of the springboard exercises, work-station exercises, evaluation exercises).




Surrealist Games


Book Description

The Surrealist movement that arose in Europe in the early 1900s used playful procedures and systematic stratagems to create provocative works and challenge the conventions of art, literature, and society. They conducted their experiments through art and polemic, manifesto and demonstration, love and politics. But it was above all through game-playing that they sought to subvert academic modes of inquiry and undermine the complacent certainties of the bourgeoisie. Surrealist games is a delightful compendium that allows the reader to enjoy firsthand the methodologies of the Surreal, with their amazing swings between the verbal and the visual, the beautiful and the grotesque. It is also a box of games to play for fun: poetic, imaginative, revelatory, full of possibilities for unlocking the door to the unconscious and releasing the poetry of collective creativity. The boxed set contains: * A 168-page sewn, illustrated hardcover book packed with outrageous language games, alternative card games, "Dream Lotto," and automatic techniques for making poems, stories, collages, photomontages, and candle-smoke drawings. The illustrations are by such artists as Max Ernst, Hans Arp, and Tristan Tzara * A fold-out game board for the "Goose Game," designed by Andr� Breton, Yves Tanguy, and others * A Little Surrealist Dictionary




Death is Forever


Book Description

A series of official, original Bond books written by the acclaimed thriller writer, John Gardner. The Cold War is over. After two British agents die under mysterious and strangely old-fashioned circumstances in Germany, Bond is paired up with beautiful CIA agent 'Easy' St John. He's been assigned to track down the surviving members of "Cabal", a Cold War-era intelligence network that received a mysterious and unauthorised signal to disband. It's not long before Bond and Easy find themselves playing a life-or-death game as they try to figure out who they can trust. All the while, Cabal agents are dying one by one ...




Character Building Day by Day


Book Description

In elementary schools across the country, teachers are expected to provide at least five minutes of character education each day. This book makes it easy to meet that requirement in a meaningful way. It includes 180 character vignettes—five for each of the 36 weeks in the school year—grouped by trait. Each features kids in real-life situations making decisions that reflect their character. Each is short enough to be read aloud; all can be used as starting points for discussion, to support an existing character education program, or as the basis for an independent program. An excellent tool for the classroom or the character-conscious home.




E-Tivities


Book Description

Beyond the hype of online learning lies a straightforward question: how do you really deliver worthwhile learning online? This book, based on action research, provides a simple answer to this fundamental question by exploring a key technique that enables teachers and learners to use available technologies happily and successfully. So, what are e-tivities? They are motivating, engaging, purposeful activities developed and led by an e-moderator. They are frameworks for active and interactive online learning. E-tivities are in the hands of the teachers themselves and promote active e-learning. This is not a book about the technology of online learning. Practical, accessible and direct, it looks at personalizing and customizing teaching and learning. Written for use in any topic, subject or course, E-tivities explores: the importance of activities in online learning; designing and running e-tivities; the five-stage model of teaching and learning online. Backed up extensive illustrations and case studies, and including a unique collection of 35 Resources for Practitioners, this is a book for all professionals involved in online learning.




The Complete Guide to Article Writing


Book Description

Master the art of article writing! The world of journalism is changing rapidly, and the modern journalist needs more than a basic knowledge of article writing to navigate it. The Complete Guide to Article Writing provides a compass for freelancers and students of journalism looking to write successfully on a wide variety of topics and for many different markets--both in print and online. From researching and interviewing to writing features, reviews, news articles, opinion pieces, and even blog posts, this one-stop guide will illuminate the intricacies of article writing so you can produce entertaining, informative, and salable articles. • Learn how to write coherently, cohesively, and concisely. • Choose the proper structure for the article you want to write. • Weave narrative and fact seamlessly into your pieces. • Develop your freelance platform with the latest in social media outlets. • Pitch your ideas like a pro. • Develop a professional relationship with editors. • And much more! Modern journalism can be a treacherous terrain, but with The Complete Guide to Article Writing as your companion, you'll not only survive the journey--you'll be able to write pieces that inform, entertain, inspire, delight--and sell!