Whodunit Puzzles


Book Description

Pit your wits against all manner of cunning criminals as you attempt to solve the fiendish mysteries within. As you put your skills of deduction and problem-solving to the test you'll be guided by three inimitable assistants, the insightful Inspector Parnacki, the curious Miss Mary Miller, and the persistent Joshua Cole. If you're a puzzle fan looking for a thrilling treat, or a mystery lover who fancies themselves a detective extraordinaire this is just the book for you. So, if you consider yourself a perceptive armchair detective, put your thinking cap on and get ready to use all of your logic and wits as you enter the world of the whodunit!




The New York Times Acrostic Puzzles Volume 11


Book Description

50 Quotation puzzles from the pages of The New York Times Edited by Emily Cox and Harry Rathvon New York Times puzzles are America's favorite! Whether your tastes are literary or lowbrow, this latest installment of fifty of the Sunday Times' famous acrostic puzzles features quotations ranging from Herman Melville to Dave Barry, Stephen Jay Gould to Sir Arthur Conan Doyle. So sharpen your pencil, put on your thinking cap, and get ready for some acrostic fun!




The Logic Puzzle Book for Teens


Book Description

Challenge your teen's mind and strengthen their logical thinking Want to boost your teen's brainpower? This standout among puzzle books for teens is the way to go! From clever crosswords to challenging cryptograms, this delightfully difficult book of mind-benders is packed full of fun new ways to learn. Your teen will hone their critical thinking and deductive reasoning skills as they solve each perplexing puzzle. Go beyond other puzzle books for teens with: Many types of puzzles--Get everything puzzle books for teens should have, including analogies, crosswords, anagrams, logic puzzles, and sudoku. 100 brain challenges--Keep the fun going with enough puzzles to keep even the most clever student busy. Skill building--Help your teen level up their abilities with puzzles that start out simple but get tougher as they go. Encourage your teen to sharpen their mind (and take a break from screens!) with the top choice in puzzle books for teens.




399 Games, Puzzles & Trivia Challenges Specially Designed to Keep Your Brain Young.


Book Description

Based on the science that shows that people middle-aged or older who solve word games and brainteasers have a significant cognitive advantage over those who do not, 399 Games, Puzzles & Trivia Challenges is the illustrated game book specifically created to cross-train the brain. Here are 399 games to stretch, challenge, and push the reader, all of which stimulate the formation of neurons—literally, regrowing the brain. Plus they’re not only good for you, but just plain good—these games are fun. 399 Games, Puzzles & Trivia is a lively mix of challenges, riddles, and brainteasers—all vetted by a neuroscientist who specializes in aging brains and designed to work the six key areas of cognitive function that are vulnerable in normal aging: long-term memory, working memory, executive functioning, attention to detail, multitasking, and processing speed. The games are arranged from easiest to most difficult and are labeled according to which cognitive functions they exercise so they can be mixed and matched into a custom “workout.” In just 15 minutes a day, anyone can improve his brain’s strength, flexibility, and long-term health.




Why Don't Students Like School?


Book Description

Easy-to-apply, scientifically-based approaches for engaging students in the classroom Cognitive scientist Dan Willingham focuses his acclaimed research on the biological and cognitive basis of learning. His book will help teachers improve their practice by explaining how they and their students think and learn. It reveals-the importance of story, emotion, memory, context, and routine in building knowledge and creating lasting learning experiences. Nine, easy-to-understand principles with clear applications for the classroom Includes surprising findings, such as that intelligence is malleable, and that you cannot develop "thinking skills" without facts How an understanding of the brain's workings can help teachers hone their teaching skills "Mr. Willingham's answers apply just as well outside the classroom. Corporate trainers, marketers and, not least, parents -anyone who cares about how we learn-should find his book valuable reading." —Wall Street Journal




Healing Back Pain


Book Description

Dr. John E. Sarno's groundbreaking research on TMS (Tension Myoneural Syndrome) reveals how stress and other psychological factors can cause back pain-and how you can be pain free without drugs, exercise, or surgery. Dr. Sarno's program has helped thousands of patients find relief from chronic back conditions. In this New York Times bestseller, Dr. Sarno teaches you how to identify stress and other psychological factors that cause back pain and demonstrates how to heal yourself--without drugs, surgery or exercise. Find out: Why self-motivated and successful people are prone to Tension Myoneural Syndrome (TMS) How anxiety and repressed anger trigger muscle spasms How people condition themselves to accept back pain as inevitable With case histories and the results of in-depth mind-body research, Dr. Sarno reveals how you can recognize the emotional roots of your TMS and sever the connections between mental and physical pain...and start recovering from back pain today.




Fanny Wright


Book Description

Frances Wright dared to take Thomas Jefferson seriously when he wrote, ' All men are created equal, ' and to assume that 'men' meant 'women' as well. Born in Scotland in 1795, she came to the United States in 1818, and spent half her adult life here, she died in Ohio in 1852, ending a lifetime devoted to promoting equality among the races and the sexes. The Marquis de Lafayette called her his adored Fanny and paid court so openly that he scandalized even his own family. The first woman to act publicly to oppose slavery. The pampered daughter of a highly stratified class society, she cast her lot with the working people, risking her health, her fortune, and her good name to realize the promise of the Declaration of Independence. With a boldness rare in women of her day, she attacked in print and in lecture halls throughout the country an economic system that allowed not only black slavery in the South but what she called wage slavery in the North. With the exception perhaps of Walt Whitman, she wrote more powerfully of sexual experience than any other American the nineteenth century.




Marvel Word Search and Coloring Book


Book Description

Marvel Comics fans of all ages will enjoy two activities in one book. Marvel fans will get twice the fun with this engaging activity book that includes 52 word search puzzles and coloring pages featuring popular Marvel Comics characters. Readers will flex their Super Hero skills by finding Marvel favorites in the puzzles and then bringing them to life on the coloring pages. © 2020 MARVEL




Players Making Decisions


Book Description

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