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Interactive Psychology: People in Perspective is the first online textbook for introductory psychology that was conceived and built as an immersive, interactive online learning experience. Whether students read and work with this ebook on their phone, tablet, or laptop, Interactive Psychology will help them succeed in their psychology course. Studies have shown that students who use interactive ebooks spend significantly more time on the textÕs practice materials than students who use printed textbooks, and students who test themselves frequently achieve better grades in their courses (Sommers, Shin, Greenebaum, Merker, & Sanders, 2019). Interactive Psychology embraces that research to improve student learning through interactive explorations, compelling videos, dynamic maps and graphs, and Check Your Understanding questions at the end of each study unit. With Interactive Psychology, students learn psychology by doing psychology.
Interactive Psychology: People in Perspective is the first online textbook for introductory psychology that was conceived and built as an immersive, interactive online learning experience. Whether students read and work with this ebook on their phone, tablet, or laptop, Interactive Psychology will help them succeed in their psychology course. Studies have shown that students who use interactive ebooks spend significantly more time on the textÕs practice materials than students who use printed textbooks, and students who test themselves frequently achieve better grades in their courses (Sommers, Shin, Greenebaum, Merker, & Sanders, 2019). Interactive Psychology embraces that research to improve student learning through interactive explorations, compelling videos, dynamic maps and graphs, and Check Your Understanding questions at the end of each study unit. With Interactive Psychology, students learn psychology by doing psychology.
Interactive Psychology: People in Perspective is the first online textbook for introductory psychology that was conceived and built as an immersive, interactive online learning experience. Whether students read and work with this ebook on their phone, tablet, or laptop, Interactive Psychology will help them succeed in their psychology course. Studies have shown that students who use interactive ebooks spend significantly more time on the text's practice materials than students who use printed textbooks, and students who test themselves frequently achieve better grades in their courses (Sommers, Shin, Greenebaum, Merker, & Sanders, 2019). Interactive Psychology embraces that research to improve student learning through interactive explorations, compelling videos, dynamic maps and graphs, and Check Your Understanding questions at the end of each study unit. With Interactive Psychology, students learn psychology by doing psychology.
Insights -- like Darwin's understanding of the way evolution actually works, and Watson and Crick's breakthrough discoveries about the structure of DNA -- can change the world. We also need insights into the everyday things that frustrate and confuse us so that we can more effectively solve problems and get things done. Yet we know very little about when, why, or how insights are formed -- or what blocks them. In Seeing What Others Don't, renowned cognitive psychologist Gary Klein unravels the mystery. Klein is a keen observer of people in their natural settings -- scientists, businesspeople, firefighters, police officers, soldiers, family members, friends, himself -- and uses a marvelous variety of stories to illuminate his research into what insights are and how they happen. What, for example, enabled Harry Markopolos to put the finger on Bernie Madoff? How did Dr. Michael Gottlieb make the connections between different patients that allowed him to publish the first announcement of the AIDS epidemic? What did Admiral Yamamoto see (and what did the Americans miss) in a 1940 British attack on the Italian fleet that enabled him to develop the strategy of attack at Pearl Harbor? How did a "smokejumper" see that setting another fire would save his life, while those who ignored his insight perished? How did Martin Chalfie come up with a million-dollar idea (and a Nobel Prize) for a natural flashlight that enabled researchers to look inside living organisms to watch biological processes in action? Klein also dissects impediments to insight, such as when organizations claim to value employee creativity and to encourage breakthroughs but in reality block disruptive ideas and prioritize avoidance of mistakes. Or when information technology systems are "dumb by design" and block potential discoveries. Both scientifically sophisticated and fun to read, Seeing What Others Don't shows that insight is not just a "eureka!" moment but a whole new way of understanding.
Psychology is part of everyone's experience. Here, Dr. Gillian Butler and Dr. Freda McManus provide an understanding of some of psychology's leading ideas and their practical relevance. They answer some of the most frequently asked questions about psychology in a stimulating introduction for anyone interested in understanding the human mind and behavior.
Reflecting the latest APA Guidelines and accompanied by an exciting, new, formative, adaptive online learning tool, Psychological Science, Fifth Edition, will train your students to be savvy, scientific thinkers.
Video games, even though they are one of the present's quintessential media and cultural forms, also have a surprising and many-sided relation with the past. From seminal series like Sid Meier's Civilization or Assassin's Creed to innovative indies like Never Alone and Herald, games have integrated heritages and histories as key components of their design, narrative, and play. This has allowed hundreds of millions of people to experience humanity's diverse heritage through the thrill of interactive and playful discovery, exploration, and (re-)creation. Just as video games have embraced the past, games themselves are also emerging as an exciting new field of inquiry in disciplines that study the past. Games and other interactive media are not only becoming more and more important as tools for knowledge dissemination and heritage communication, but they also provide a creative space for theoretical and methodological innovations. The Interactive Past brings together a diverse group of thinkers -- including archaeologists, heritage scholars, game creators, conservators and more -- who explore the interface of video games and the past in a series of unique and engaging writings. They address such topics as how thinking about and creating games can inform on archaeological method and theory, how to leverage games for the communication of powerful and positive narratives, how games can be studied archaeologically and the challenges they present in terms of conservation, and why the deaths of virtual Romans and the treatment of video game chickens matters. The book also includes a crowd-sourced chapter in the form of a question-chain-game, written by the Kickstarter backers whose donations made this book possible. Together, these exciting and enlightening examples provide a convincing case for how interactive play can power the experience of the past and vice versa.