Ryan Watkins – författare
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HANDBOOK of IMPROVING PERFORMANCE IN THE WORKPLACE
Volume 2: Selecting and Implementing Performance Interventions
In this groundbreaking volume, leading practitioners and scholars from around the world provide an authoritative review of the most up-to-date information available on performance interventions, all presented within a holistic framework that helps ensure the accomplishment of significant results.
Addressing more than 30 performance interventions, with such varied topics as Incentive Systems, e-Learning, Succession Planning and Executive Coaching, this volume guides readers through the development of comprehensive performance improvement systems. Each chapter illustrates in practical terms how to select, plan, implement, and manage performance interventions, as well as how to evaluate their results. Through best practices research, comparative analysis, illustrative case studies from around the world, and editorial guidance on how to link together diverse interventions, the handbook is an important guide for achieving desired results in the workplace and beyond.
Sponsored by International Society for Performance Improvement (ISPI), the Handbook of Improving Performance in the Workplace, three-volume reference, covers three main areas of interest including Instructional Design and Training Delivery, Selecting and Implementing Performance Interventions, and Measurement and Evaluation.
2 379 kr
Läs direkt efter köp
HANDBOOK of IMPROVING PERFORMANCE IN THE WORKPLACE
Volume 2: Selecting and Implementing Performance Interventions
In this groundbreaking volume, leading practitioners and scholars from around the world provide an authoritative review of the most up-to-date information available on performance interventions, all presented within a holistic framework that helps ensure the accomplishment of significant results.
Addressing more than 30 performance interventions, with such varied topics as Incentive Systems, e-Learning, Succession Planning and Executive Coaching, this volume guides readers through the development of comprehensive performance improvement systems. Each chapter illustrates in practical terms how to select, plan, implement, and manage performance interventions, as well as how to evaluate their results. Through best practices research, comparative analysis, illustrative case studies from around the world, and editorial guidance on how to link together diverse interventions, the handbook is an important guide for achieving desired results in the workplace and beyond.
Sponsored by International Society for Performance Improvement (ISPI), the Handbook of Improving Performance in the Workplace, three-volume reference, covers three main areas of interest including Instructional Design and Training Delivery, Selecting and Implementing Performance Interventions, and Measurement and Evaluation.
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Explore multiple practical and theoretical dimensions of needs assessment. This volume focuses exclusively on this essential topic for guiding decisions—examining subjects such as:
the importance of defining needs, implementing assessments in public and private-sector organizations, aligning needs with assets and capacity assessments, how assessments factor into meaningful change at the organizational and society levels how to apply needs assessments in culturally diverse contexts conducting international needs assessments, and the impact of technologies on needs assessment methods.This issue will help professionals within public and private organizations conduct useful assessments, ones leading to results that can be applied in decisions. This is the 144th issue in the New Directions for Evaluation series from Jossey-Bass. It is an official publication of the American Evaluation Association.
339 kr
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Explore multiple practical and theoretical dimensions of needs assessment. This volume focuses exclusively on this essential topic for guiding decisions—examining subjects such as:
the importance of defining needs, implementing assessments in public and private-sector organizations, aligning needs with assets and capacity assessments, how assessments factor into meaningful change at the organizational and society levels how to apply needs assessments in culturally diverse contexts conducting international needs assessments, and the impact of technologies on needs assessment methods.This issue will help professionals within public and private organizations conduct useful assessments, ones leading to results that can be applied in decisions. This is the 144th issue in the New Directions for Evaluation series from Jossey-Bass. It is an official publication of the American Evaluation Association.
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Harness the power of procedural content generation to design unique games with Unity
About This Book
Learn the basics of PCG developmentDevelop a 2D game from start to finishExplore all the different ways PCG can be applied in gamesWho This Book Is For
This book is for Unity game developers, especially those who work on indie games. You should be familiar with Unity and C# scripting but you''ll be able to jump in and start learning PCG straightaway.
What You Will Learn
Understand the theory of Procedural Content GenerationLearn the uses of Pseudo Random NumbersCreate reusable algorithm designs for PCGEvaluate the data structures for PCGDevelop smaller games with larger amounts of contentGenerate content instead of spending time designing every minute detailLearn when and how to add PCG to your gameLearn the fundamental techniques of PCGIn Detail
Procedural Content Generation is a process by which game content is developed using computer algorithms, rather than through the manual efforts of game developers. This book teaches readers how to develop algorithms for procedural generation that they can use in their own games. These concepts are put into practice using C# and Unity is used as the game development engine.
This book provides the fundamentals of learning and continued learning using PCG. You''ll discover the theory of PCG and the mighty Pseudo Random Number Generator. Random numbers such as die rolls and card drafting provide the chance factor that makes games fun and supplies spontaneity. This book also takes you through the full development of a 2D game.
Starting with level generation, you''ll learn how PCG can make the game environment for you. You''ll move into item generation and learn the different techniques to procedurally create game items. Thereafter, you''ll be guided through the more abstract PCG areas such as scaling difficulty to the player and even generating music! The book helps you set up systems within your games where algorithms create computationally generated levels, art assets, quests, stories, characters, and weapons; these can substantially reduce the burden of manually creating every aspect of the game.
Finally, you''ll get to try out your new PCG skills on 3D terrain generation.
Style and approach
An easy-to-follow, project-based guide that will let you build a complete game by the end of the book using PCG.
4 472 kr
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