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Book TLC Game

    Book Details:
  • Author : W. Rice
  • Publisher :
  • Release : 2021-12-20
  • ISBN :
  • Pages : 222 pages

Download or read book TLC Game written by W. Rice and published by . This book was released on 2021-12-20 with total page 222 pages. Available in PDF, EPUB and Kindle. Book excerpt: TLC Game (Tender Loving Care Game). A cool phrase game that helps rouse fun feelings and connect people heart-to-heart ! It's a fun interaction game where players take turns creating spoken clues so other players can guess familiar phrases ! TLC phrases are America's time-honored, favorite verbal tools for expressing good thoughts and feelings ! All TLC phrases were carefully selected from a longtime collection of over 25,000 popular, everyday phrases. Each game phrase won it's worth thru enduring favor and widespread usage by zillions of Americans spanning many decades ! Playing game helps your conscious and subconscious minds naturally process and form good feelings as you engage clear, honest and fun interactions amidst talking things out ! Playing TLC (or randomly reading phrases) storms your mind and subconscious with oodles of successful and fun real life phrases ! Both help deepen positive feelings of kindness and unity. Engaging TLC game boosts clearer thinking and happier emotions !

Book Serious Games in Personalized Learning

Download or read book Serious Games in Personalized Learning written by Scott M. Martin and published by Taylor & Francis. This book was released on 2021-07-12 with total page 305 pages. Available in PDF, EPUB and Kindle. Book excerpt: Serious Games in Personalized Learning investigates game-based teaching and learning at a time when learning and training systems are increasingly integrating serious games, machine-learning artificial intelligence models, and adaptive technologies. Game-based education provides rare data for measuring, assessing, and evaluating not just a game’s effectiveness but the acquisition of information and knowledge that a student may gain through playing a learning game. This book synthesizes contemporary research, frameworks, and models centered on the design and delivery of serious games that truly personalize the learning experience. Scholars of educational technology, instructional design, human performance, and more will find a comprehensive guide to the history, practical implications, and data-collection potential inherent to these fast-evolving tools.

Book Game

Download or read book Game written by Grant Hill and published by Penguin. This book was released on 2022-06-07 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: The full, frank story of a remarkable life’s journey—to the pinnacle of success as a basketball player, icon, and entrepreneur, to the depths of personal trauma and back, to a place of flourishing and peace—made possible above all by a family’s love Grant Hill always had game. His choice of college was a subject of national interest, and his arrival at Duke University cemented the program’s arrival at the top. In his freshman year, he led the team to its first NCAA championship, and three championship appearances in four years. His Duke career produced some of the most iconic moments in college basketball history, and Coach K proved to be a lifelong mentor. Later, as one of the NBA’s best players and a new face of the Detroit Pistons franchise, Hill was the first person with the potential to give Michael Jordan a run for his money, not just as a player but as a brand. His $45 million rookie contract was almost the least of it. He turned down Nike for Fila, and soon Method Man and Tupac Shakur were wearing his shoes. Hill writes candidly about all of it, including the transactional impermanence of life in the league and the isolation caused by his growing fame. His parents and friends helped ground him, and eventually he met a gifted musician named Tamia. The love he found with her and the arrival of their two beautiful daughters would be his rock as a brutal and mysterious injury sidelined him, coinciding with his wife’s own serious health struggles. With openness and insight, Hill relates his entire path, including post-career highlights like his Hall of Fame induction, co-ownership of the Atlanta Hawks, the directorship of the USA Basketball Men’s National Team, and even a yearly gig calling the Final Four. Hill’s father, Calvin, used to tell him that there were always a lot of reasons but never any excuses, and Game is a distillation of a lifetime’s effort to understand the reasons—the good and the bad. At his hardest moments, Hill sought out wisdom from others, stories of inspiration and overcoming obstacles. Now, with Game, he has returned the favor.

Book Social and Economic Networks in Cooperative Game Theory

Download or read book Social and Economic Networks in Cooperative Game Theory written by Marco Slikker and published by Springer Science & Business Media. This book was released on 2012-12-06 with total page 296 pages. Available in PDF, EPUB and Kindle. Book excerpt: Social and Economic Networks in Cooperative Game Theory presents a coherent overview of theoretical literature that studies the influence and formation of networks in social and economic situations in which the relations between participants who are not included in a particular participant's network are not of consequence to this participant. The material is organized in two parts. In Part I the authors concentrate on the question how network structures affect economic outcomes. Part II of the book presents the formation of networks by agents who engage in a network-formation process to be able to realize the possible gains from cooperation.

Book Game After

    Book Details:
  • Author : Raiford Guins
  • Publisher : MIT Press
  • Release : 2014-01-24
  • ISBN : 0262320185
  • Pages : 371 pages

Download or read book Game After written by Raiford Guins and published by MIT Press. This book was released on 2014-01-24 with total page 371 pages. Available in PDF, EPUB and Kindle. Book excerpt: A cultural study of video game afterlife, whether as emulation or artifact, in an archival box or at the bottom of a landfill. We purchase video games to play them, not to save them. What happens to video games when they are out of date, broken, nonfunctional, or obsolete? Should a game be considered an “ex-game” if it exists only as emulation, as an artifact in museum displays, in an archival box, or at the bottom of a landfill? In Game After, Raiford Guins focuses on video games not as hermetically sealed within time capsules of the past but on their material remains: how and where video games persist in the present. Guins meticulously investigates the complex life cycles of video games, to show how their meanings, uses, and values shift in an afterlife of disposal, ruins and remains, museums, archives, and private collections. Guins looks closely at video games as museum objects, discussing the recontextualization of the Pong and Brown Box prototypes and engaging with curatorial and archival practices across a range of cultural institutions; aging coin-op arcade cabinets; the documentation role of game cartridge artwork and packaging; the journey of a game from flawed product to trash to memorialized relic, as seen in the history of Atari's infamous E.T. The Extra-Terrestrial; and conservation, restoration, and re-creation stories told by experts including Van Burnham, Gene Lewin, and Peter Takacs. The afterlife of video games—whether behind glass in display cases or recreated as an iPad app—offers a new way to explore the diverse topography of game history.

Book Advances in Computing Science   ASIAN 99

Download or read book Advances in Computing Science ASIAN 99 written by P.S. Thiagarajan and published by Springer. This book was released on 2003-07-31 with total page 408 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 5th Asian Computing Science Conference, ASIAN'99, held in Phuket, Thailand, in December 1999. The 28 revised full papers presented together with two invited contributions and 11 short presentations were carefully reviewed and selected from a total of 114 submissions. Among the topics addressed are programming theory, formal methods, automated reasoning, verification, embedded systems, real-time systems, distributed systems, and mobile computing.

Book 125 Brain Games for Toddlers and Twos

Download or read book 125 Brain Games for Toddlers and Twos written by Jackie Silberg and published by ReadHowYouWant.com. This book was released on 2010-02 with total page 290 pages. Available in PDF, EPUB and Kindle. Book excerpt: 125 Brain Games for Toddlers and Twos Did You Know the Brain of a Toddler... has formed 1000 trillion working connections by the end of the third year (twice as many as adults have!); is twice as active as that of a college student ; can absorb and organize new information much faster than an adult's brain can. A young child's brain grows at a phenomenal rate in the first years of life, opening a window of opportunity for learning that occurs only once in a lifetime. 125 Brain Games for Toddlers and Twos is a fun-filled collection of ways to lay the groundwork for your child's future. It is packed with everyday opportunities to contribute to brain development during the critical period from 12-36 months. Each game is accompanied by information on related brain research and a description of how the activity promotes brain power in your child.

Book Game based Learning Across the Disciplines

Download or read book Game based Learning Across the Disciplines written by Carmela Aprea and published by Springer Nature. This book was released on 2021-08-02 with total page 427 pages. Available in PDF, EPUB and Kindle. Book excerpt: The volume focuses on epistemological, theoretical and empirical issues of game-based learning in various disciplines. It encompasses questions of game design as well as instructional integration and organizational implementation of game-based learning across various disciplines and includes contributions from different levels of the formal educational system (i.e., primary, secondary and tertiary education) as well as contributions reporting the use of game-based learning in informal learning settings. The volume addresses scholars, practitioners and students who are interested in how games and game-based learning can be designed, implemented and evaluated in a cross-, inter- and transdisciplinary perspective.

Book Maximum PC

    Book Details:
  • Author :
  • Publisher :
  • Release : 2003-08
  • ISBN :
  • Pages : 98 pages

Download or read book Maximum PC written by and published by . This book was released on 2003-08 with total page 98 pages. Available in PDF, EPUB and Kindle. Book excerpt: Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.

Book InfoWorld

    Book Details:
  • Author :
  • Publisher :
  • Release : 1984-07-09
  • ISBN :
  • Pages : 92 pages

Download or read book InfoWorld written by and published by . This book was released on 1984-07-09 with total page 92 pages. Available in PDF, EPUB and Kindle. Book excerpt: InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects.

Book Why Don t We Listen Better

Download or read book Why Don t We Listen Better written by Jim Petersen and published by James C. Petersen. This book was released on 2007 with total page 242 pages. Available in PDF, EPUB and Kindle. Book excerpt: With a light touch and sensible techniques, Dr. Jim Petersen distills years of counseling and pastoral ministry into an informal volume loaded with practical tips, examples and techniques to practice. His book highlights our culture’s courtroom-like communication that often puts people at odds with each other. Most people think they listen well but don’t and folks walk away unheard, misunderstood and disconnected. Readers will chuckle in recognition at the tongue-in-cheek but spot-on “flat-brain” theory of emotions. It shows how and why we get upset and confused in tense situations and what to do about it. It lays the practical groundwork to better manage emotionally loaded situations. This book shows communication that works and is equally appropriate for professionals, such as pastors and therapists and for the general public. The ingenious Talker-Listener Card gives a taking-turn method to end arguing as we know it. It works for couples, business relationships, church listening programs, counselors, group discussions and the family dinner table listening game. Thirty listening techniques will help the reader immediately begin to turn enemies into friends, poor relationships into decent ones and good relationships into better ones. These accessible skills are being used in pastoral counseling classes, counseling offices, church staffs, professional offices, on dates, in corporate board rooms and at kitchen tables around the country .

Book Engineering Play

    Book Details:
  • Author : Mizuko Ito
  • Publisher : MIT Press
  • Release : 2012-02-10
  • ISBN : 026229155X
  • Pages : 247 pages

Download or read book Engineering Play written by Mizuko Ito and published by MIT Press. This book was released on 2012-02-10 with total page 247 pages. Available in PDF, EPUB and Kindle. Book excerpt: How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning. Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, however, the computer belonged almost exclusively to business, the military, and academia. In Engineering Play, Mizuko Ito describes the transformation of the computer from a tool associated with adults and work to one linked to children, learning, and play. Ito gives an account of a pivotal period in the 1980s and 1990s, which saw the rise of a new category of consumer software designed specifically for elementary school-aged children. “Edutainment” software sought to blend various educational philosophies with interactive gaming and entertainment, and included such titles as Number Munchers, Oregon Trail, KidPix, and Where in the World Is Carmen Sandiego?. The children's software boom (and the bust that followed), says Ito, can be seen as a microcosm of the negotiations surrounding new technology, children, and education. The story she tells is both a testimonial to the transformative power of innovation and a cautionary tale about its limitations.

Book Sex Sounds

    Book Details:
  • Author : Danielle Shlomit Sofer
  • Publisher : MIT Press
  • Release : 2022-07-05
  • ISBN : 0262045192
  • Pages : 427 pages

Download or read book Sex Sounds written by Danielle Shlomit Sofer and published by MIT Press. This book was released on 2022-07-05 with total page 427 pages. Available in PDF, EPUB and Kindle. Book excerpt: An investigation of sexual themes in electronic music since the 1950s, with detailed case studies of “electrosexual music” by a wide range of creators. In Sex Sounds, Danielle Shlomit Sofer investigates the repeated focus on sexual themes in electronic music since the 1950s. Debunking electronic music’s origin myth—that it emerged in France and Germany, invented by Pierre Schaeffer and Karlheinz Stockhausen, respectively—Sofer defines electronic music more inclusively to mean any music with an electronic component, drawing connections between academic institutions, radio studios, experimental music practice, hip-hop production, and histories of independent and commercial popular music. Through a broad array of detailed case studies—examining music that ranges from Schaeffer’s musique concrète to a video workshop by Annie Sprinkle—Sofer offers a groundbreaking look at the social and cultural impact sex has had on audible creative practices. Sofer argues that “electrosexual music” has two central characteristics: the feminized voice and the “climax mechanism.” Sofer traces the historical fascination with electrified sex sounds, showing that works representing women’s presumed sexual experience operate according to masculinist heterosexual tropes, and presenting examples that typify the electroacoustic sexual canon. Noting electronic music history’s exclusion of works created by women, people of color, women of color, and, in particular Black artists, Sofer then analyzes musical examples that depart from and disrupt the electroacoustic norms, showing how even those that resist the norms sometimes reinforce them. These examples are drawn from categories of music that developed in parallel with conventional electroacoustic music, separated—segregated—from it. Sofer demonstrates that electrosexual music is far more representative than the typically presented electroacoustic canon.

Book The Ecology of Games

Download or read book The Ecology of Games written by Katie Salen Tekinbas and published by MIT Press. This book was released on 2007-11-30 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: An exploration of games as systems in which young people participate as gamers, producers, and learners. In the many studies of games and young people's use of them, little has been written about an overall “ecology” of gaming, game design and play—mapping the ways that all the various elements, from coding to social practices to aesthetics, coexist in the game world. This volume looks at games as systems in which young users participate, as gamers, producers, and learners. The Ecology of Games (edited by Rules of Play author Katie Salen) aims to expand upon and add nuance to the debate over the value of games—which so far has been vociferous but overly polemical and surprisingly shallow. Game play is credited with fostering new forms of social organization and new ways of thinking and interacting; the contributors work to situate this within a dynamic media ecology that has the participatory nature of gaming at its core. They look at the ways in which youth are empowered through their participation in the creation, uptake, and revision of games; emergent gaming literacies, including modding, world-building, and learning how to navigate a complex system; and how games act as points of departure for other forms of knowledge, literacy, and social organization. Contributors Ian Bogost, Anna Everett, James Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire, Reed Stevens, S. Craig Watkins

Book InfoWorld

    Book Details:
  • Author :
  • Publisher :
  • Release : 1982-09-06
  • ISBN :
  • Pages : 72 pages

Download or read book InfoWorld written by and published by . This book was released on 1982-09-06 with total page 72 pages. Available in PDF, EPUB and Kindle. Book excerpt: InfoWorld is targeted to Senior IT professionals. Content is segmented into Channels and Topic Centers. InfoWorld also celebrates people, companies, and projects.

Book Common Sense

    Book Details:
  • Author : Lisa Holderman
  • Publisher : Lexington Books
  • Release : 2008
  • ISBN : 9780739115220
  • Pages : 316 pages

Download or read book Common Sense written by Lisa Holderman and published by Lexington Books. This book was released on 2008 with total page 316 pages. Available in PDF, EPUB and Kindle. Book excerpt: This anthology examines the constructions of intelligence and intellectuality in popular television and the socio-cultural implications of those constructions. It considers the complexity of popular television images, the influences of these images as they both verify and vilify intelligence, and explores a range of representations of intelligence on television by looking at a variety of TV genres and through a variety of theoretical perspectives and methods. Topics range from broad explorations of patterned representations on television to examinations of particular genres, including science-fiction and reality programming, to in-depth analyses of specific programs such as The Simpsons, Buffy the Vampire Slayer, and Six Feet Under. This book is grounded in the assumption that knowledge and intelligence are currency in the economics of power and that, given that the proliferation of certain images and the relative absence of others in fictional, reality, and fact-based media play an important role in social-order maintenance, a critical examination of how intelligence is demonstrated, portrayed, and evaluated in the public sphere is crucial.

Book Resources in Education

Download or read book Resources in Education written by and published by . This book was released on 1985 with total page 1052 pages. Available in PDF, EPUB and Kindle. Book excerpt: