Juegos que agudizan el ingenio


Book Description

El juego es un gran aliado para el desarrollo cognitivo del ser humano, en especial, a edades tempranas. Es un recurso insustituible para la maduración de estructuras mentales que incluyen procesos como la percepción, la memoria, la atención, la adquisición del lenguaje o la estructuración del pensamiento. Constituye, además, una de las herramientas más efectivas para promover el aprendizaje activo, gracias a su capacidad de simular la realidad ofreciendo un escenario idóneo para cometer errores y aprender de ellos en la práctica. En este libro, Jorge Batllori nos presenta 111 nuevos enigmas, sorprendentes y muy divertidos, para el desarrollo de las competencias intelectuales básicas. Los juegos se presentan agrupados según las habilidades que estén llamados a desarrollar: lógica, memoria, comunicación, observación, estrategia, razonamiento, etc. Todos ellos están perfectamente descritos y van acompañados de orientaciones didácticas, modo de desarrollarlos y su correspondiente solución. Los juegos constituyen un excelente instrumento didáctico para su uso en las aulas no sólo con fines educativos sino también lúdicos y de entretenimiento. Si jugar es algo divertido por sí mismo y pensar es algo que va muy bien para ejercitar nuestro cerebro, ¿qué puede haber mejor que realizar ambas actividades a la vez?




Juegos que agudizan el ingenio


Book Description

El juego es un gran aliado para el desarrollo cognitivo del ser humano, en especial, a edades tempranas. Es un recurso insustituible para la maduración de estructuras mentales que incluyen procesos como la percepción, la memoria, la atención, la adquisición del lenguaje o la estructuración del pensamiento. Constituye, además, una de las herramientas más efectivas para promover el aprendizaje activo, gracias a su capacidad de simular la realidad ofreciendo un escenario idóneo para cometer errores y aprender de ellos en la práctica. En este libro, Jorge Batllori nos presenta 111 nuevos enigmas, sorprendentes y muy divertidos, para el desarrollo de las competencias intelectuales básicas. Los juegos se presentan agrupados según las habilidades que estén llamados a desarrollar: lógica, memoria, comunicación, observación, estrategia, razonamiento, etc. Todos ellos están perfectamente descritos y van acompañados de orientaciones didácticas, modo de desarrollarlos y su correspondiente solución. Los juegos constituyen un excelente instrumento didáctico para su uso en las aulas no sólo con fines educativos sino también lúdicos y de entretenimiento. Si jugar es algo divertido por sí mismo y pensar es algo que va muy bien para ejercitar nuestro cerebro, ¿qué puede haber mejor que realizar ambas actividades a la vez?




Multicultural Iberia


Book Description




A Frequency Dictionary of Spanish


Book Description

A Frequency Dictionary of Spanish has been fully revised and updated, including over 500 new entries, making it an invaluable resource for students of Spanish. Based on a new web-based corpus containing more than 2 billion words collected from 21 Spanish-speaking countries, the second edition of A Frequency Dictionary of Spanish provides the most expansive and up-to-date guidelines on Spanish vocabulary. Each entry is accompanied with an illustrative example and full English translation. The Dictionary provides a rich resource for language teaching and curriculum design, while a separate CD version provides the full text in a tab-delimited format ideally suited for use by corpus and computational linguistics. With entries arranged both by frequency and alphabetically, A Frequency Dictionary of Spanish enables students of all levels to get the most out of their study of vocabulary in an engaging and efficient way.




Organizational Behavior


Book Description

Organizational Behavior is designed to help students, professionals, and managers develop the competencies and skills that are needed to effectively contribute to an organization. This proven text's strengths lie in its classic research, coverage of contemporary and emerging OB topics, and excellent case selection. Throughout the text, seven core competencies-Managing Self, Managing Diversity, Managing Ethics, Managing Across Cultures, Managing Teams, Managing Communications, and Managing Change-are emphasized and illustrated for the student.




The Life, Music, and Times of Carlos Gardel


Book Description

In the first biography in English of the great Argentinian tango singer Carlos Gardel (1890-1935), Collier traces his rise from very modest beginnings to become the first genuine "superstar" of twentieth-century Latin America. In his late teens, Gardel won local fame in the barrios of Buenos Aires singing in cafes and political clubs. By the 1920s, after he switched to tango singing, the songs he wrote and sang enjoyed instant popularity and have become classics of the genre. He began making movies in the 1930s, quickly establishing himself as the most popular star of the Spanish-language cinema, and at the time of his death Paramount was planning to launch his Hollywood career.Collier's biography focuses on Gardel's artistic career and achievements but also sets his life story within the context of the tango tradition, of early twentieth-century Argentina, and of the history of popular entertainment.







Superlearning


Book Description

A revolutionary new system that lets you master facts, figures, sports skills, your health, psychic abilities--anything!--two to ten times faster than you ever thought passable. Remember almost anything you see or hear. Master sports skills with incredible ease. Solve problems while you sleep. Raise your grades and shorten your study hours. Learn languages with lightning speed. Turn your children into superlearners. Improve your health, reduce aches and pains. Succeed at anything you do with powerful new skills that help you makes the right decisions. And much, much more... Add undreamed-of dimensions to your abilities, using innovative, easy-to-follow techniques proved in worldwide studies. Included are dozens of exercises that can turn potential into ultra-performance in almost every area of your life. "An exciting presentation...Exciting material."-- "Brain/Mind Bulletin"




Changing the Game


Book Description

Use Video Games to Drive Innovation, Customer Engagement, Productivity, and Profit! Companies of all shapes and sizes have begun to use games to revolutionize the way they interact with customers and employees, becoming more competitive and more profitable as a result. Microsoft has used games to painlessly and cost-effectively quadruple voluntary employee participation in important tasks. Medical schools have used game-like simulators to train surgeons, reducing their error rate in practice by a factor of six. A recruiting game developed by the U.S. Army, for just 0.25% of the Army’s total advertising budget, has had more impact on new recruits than all other forms of Army advertising combined. And Google is using video games to turn its visitors into a giant, voluntary labor force--encouraging them to manually label the millions of images found on the Web that Google’s computers cannot identify on their own. Changing the Game reveals how leading-edge organizations are using video games to reach new customers more cost-effectively; to build brands; to recruit, develop, and retain great employees; to drive more effective experimentation and innovation; to supercharge productivity...in short, to make it fun to do business. This book is packed with case studies, best practices, and pitfalls to avoid. It is essential reading for any forward-thinking executive, marketer, strategist, and entrepreneur, as well as anyone interested in video games in general. In-game advertising, advergames, adverworlds, and beyond Choose your best marketing opportunities--and avoid the pitfalls Use gaming to recruit and develop better employees Learn practical lessons from America’s Army and other innovative case studies Channel the passion of your user communities Help your customers improve your products and services--and have fun doing it What gamers do better than computers, scientists, or governments Use games to solve problems that can’t be solved any other way




Wolves' Dream


Book Description

Wolves' Dream is the story of five characters who hatch a plan to carry out a bank robbery in Quito, Ecuador in 1980, at the end of the oil boom. Against the background of the city, another character in the novel, the five schemers merge their talents and learn to overcome mutual mistrust to form a team in crime. Their dream of easy wealth becomes a nightmare, as their situation changes in ways none of them could have foreseen.