Words at Work and Play


Book Description

A thirty year study tracking the changes in family life and language development in 300 working-class families from 1981 onwards.







An Almanac of Words at Play


Book Description

A January to December "almanac" of verses and wordplay.




Play at Work


Book Description

Do games hold the secret to better productivity? If you’ve ever found yourself engrossed in Angry Birds, Call of Duty, or a plain old crossword puzzle when you should have been doing something more productive, you know how easily games hold our attention. Hardcore gamers have spent the equivalent of 5.93 million years playing World of Warcraft while the world collectively devotes about 5 million hours per day to Angry Birds. A colossal waste of time? Perhaps. But what if we could tap into all the energy, engagement, and brainpower that people are already expending and use it for more creative and valuable pursuits? Harnessing the power of games sounds like a New-Age fantasy, or at least a fad that’s only for hip start-ups run by millennials in Silicon Valley. But according to Adam L. Penenberg, the use of smart game design in the workplace and beyond is taking hold in every sector of the economy, and the companies that apply it are witnessing unprecedented results. “Gamification” isn’t just for consumers chasing reward points anymore. It’s transforming, well, just about everything. Penenberg explores how, by understanding the way successful games are designed, we can apply them to become more efficient, come up with new ideas, and achieve even the most daunting goals. He shows how game mechanics are being applied to make employees happier and more motivated, improve worker safety, create better products, and improve customer service. For example, Microsoft has transformed an essential but mind-numbing task—debugging software—into a game by having employees compete and collaborate to find more glitches in less time. Meanwhile, Local Motors, an independent automaker based in Arizona, crowdsources designs from car enthusiasts all over the world by having them compete for money and recognition within the community. As a result, the company was able to bring a cutting-edge vehicle to market in less time and at far less cost than the Big Three automakers. These are just two examples of companies that have tapped the characteristics that make games so addictive and satisfying. Penenberg also takes us inside organizations that have introduced play at work to train surgeons, aid in physical therapy, translate the Internet, solve vexing scientific riddles, and digitize books from the nineteenth century. Drawing on the latest brain science as well as his firsthand reporting from these cutting-edge companies, Penenberg offers a powerful solution for businesses and organizations of all stripes and sizes.




Words That Work in Business


Book Description

Practical tools matched with recognizable work scenarios to help anyone address the most common workplace relationship issues.







Tongue Twisters and Beyond: Words At Play Book


Book Description

This word play book, comprised of many different and unusual types of word games including tongue (brain) twisters and spoonerisms, has several key goals. First, this book is intended to provide fun for all who use it, children and adults alike. Operating off the principle, Laugh2Learn, this book enables users to see the many ways in which words can be animated while at home, in school, on car trips, or in doctor's offices. Second, this book can be used by parents and teachers to help children navigate difficult times including school closures and other debilitating events. When other learning is stalled or children can't concentrate well if at all, they can try a tongue twister; it will provide laughter and levity and learning all at once. This right priced book will also animate the trauma responsive strategies of the best selling new adult release, Trauma Doesn't Stop at the School Door (Teachers College Press, 2020). Try it; you and your children/students will like it.




Pascal at Work and Play


Book Description

This is both a first and a second level course in Pascal. It starts at an elementary level and works up to a point where problems of realistic complexity can be tackled. It is aimed at two audiences: on the one hand the computer professional who has a good knowledge of Cobol or Fortran but needs convincing that Pascal is worth learning, and on the other hand the amateur computer enthusiast who may have a smattering of Basic or may be an absolute beginner. Its approach is based on two principles that are not always widely recognized. The first is that computing is no longer a specialist subject. In the early days of computing a priesthood arose whose function was to minister to those awesome, and awesomely expensive, machines. Just as in the ancient world, when illiteracy was rife, the scribes formed a priestly caste with special status, so the programmers of yesteryear were regarded with reverence. But times are changing: mass computer literacy is on its way. We find already that when a computer enters a classroom it is not long before the pupils are explaining the finer points of its use to their teacher - for children seem to have greater programming aptitude than adults. This book, it is hoped, is part of that process of education by which the computer is brought down to earth; and therefore it attempts to divest computing of the mystique (and deliberate mystification) that still tends to surround the subject.