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Book Minecraft Mastery  Build Your Own Redstone Contraptions and Mods

Download or read book Minecraft Mastery Build Your Own Redstone Contraptions and Mods written by Matthew Monk and published by McGraw Hill Professional. This book was released on 2014-08-15 with total page 225 pages. Available in PDF, EPUB and Kindle. Book excerpt: SUPERCHARGE YOUR MINECRAFT REDSTONE SKILLS Enhance your Minecraft world by creating innovative devices and elements with Redstone. Minecraft Mastery: Build Your Own Redstone Contraptions and Mods reveals how to maximize the capabilities of this powerful, versatile red ore. Learn how to create logic gates, advanced mechanisms, and much more. You'll also find out how to host a Minecraft server, use the qCraft and Computer-Craft mods, and develop your own custom mods. Exponentially expand the dimensions of your world with help from this hands-on guide--the only limit is your imagination! Use basic Redstone items like levers, buttons, and lamps, and make an automated door Create Redstone logic gates, clocks, and T-flip-flops Build advanced contraptions--block swappers, concealed doors, a functional seven segment display, and more Use miscellaneous Redstone items such as rails, minecarts, liquids, hoppers, and command blocks Host a Minecraft server to open your world up to other players Edit Minecraft worlds offline using MCEdit Interact with Minecraft using Python on a Raspberry Pi Create quantum physics-based contraptions and special effects with qCraft Build ComputerCraft blocks and turtles and program them in Lua Set up a Minecraft modding development environment using Forge and Eclipse Make your own block-based mods and item mods All code and example worlds from the book are available for download.

Book Mastering Minecraft  The Ultimate Guide to Building Epic Kingdoms  Redstone Contraptions  and Self Sustaining Machines

Download or read book Mastering Minecraft The Ultimate Guide to Building Epic Kingdoms Redstone Contraptions and Self Sustaining Machines written by MR. BIG WEALTH and published by MR. BIG WEALTH. This book was released on 2023-09-02 with total page 153 pages. Available in PDF, EPUB and Kindle. Book excerpt: Mastering Minecraft: The Ultimate Guide to Building Epic Kingdoms, Redstone Contraptions, and Self-Sustaining Machines By MR. BIG WEALTH is the ultimate resource for Minecraft enthusiasts of all skill levels. Written by the esteemed MR. BIG WEALTH, this comprehensive guide takes you on a journey through the vast world of Minecraft, teaching you how to create epic kingdoms, master complex redstone contraptions, and build self-sustaining machines to enhance your gameplay. With step-by-step instructions, insider tips, and expert strategies, this guide is your key to unlocking limitless possibilities in the Minecraft universe. Whether you are a seasoned player or just starting out, Mastering Minecraft is your companion to crafting the extraordinary in this virtual realm.

Book Minecraft Mastery  Build Your Own Redstone Contraptions and Mods

Download or read book Minecraft Mastery Build Your Own Redstone Contraptions and Mods written by Matthew Monk and published by McGraw-Hill Education TAB. This book was released on 2014-08-05 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Publisher's Note: Products purchased from Third Party sellers are not guaranteed by the publisher for quality, authenticity, or access to any online entitlements included with the product.SUPERCHARGE YOUR MINECRAFT REDSTONE SKILLS Enhance your Minecraft world by creating innovative devices and elements with Redstone. Minecraft Mastery: Build Your Own Redstone Contraptions and Mods reveals how to maximize the capabilities of this powerful, versatile red ore. Learn how to create logic gates, advanced mechanisms, and much more. You'll also find out how to host a Minecraft server, use the qCraft and Computer-Craft mods, and develop your own custom mods. Exponentially expand the dimensions of your world with help from this hands-on guide--the only limit is your imagination! Use basic Redstone items like levers, buttons, and lamps, and make an automated door Create Redstone logic gates, clocks, and T-flip-flops Build advanced contraptions--block swappers, concealed doors, a functional seven segment display, and more Use miscellaneous Redstone items such as rails, minecarts, liquids, hoppers, and command blocks Host a Minecraft server to open your world up to other players Edit Minecraft worlds offline using MCEdit Interact with Minecraft using Python on a Raspberry Pi Create quantum physics-based contraptions and special effects with qCraft Build ComputerCraft blocks and turtles and program them in Lua Set up a Minecraft modding development environment using Forge and Eclipse Make your own block-based mods and item mods All code and example worlds from the book are available for download.

Book Understanding Minecraft

Download or read book Understanding Minecraft written by Nate Garrelts and published by McFarland. This book was released on 2014-10-01 with total page 232 pages. Available in PDF, EPUB and Kindle. Book excerpt: Since its official release in 2011, Minecraft has sold over 48 million copies across all gaming platforms. The premise of Minecraft is simple: destroy, collect, build and interact in a world made entirely of colored cubes. Unlike Lego blocks or other construction toys, Minecraft's digital play space allows for virtually limitless creation without the cost and limitations of physical building materials. Developer Mojang's generous policies toward modification and other uses of their intellectual property also engender enthusiasm and creativity from fans who make music, art and animation inspired by the software. The first essays in this collection cover Minecraft's origins, describing its relationship to other video games and toys and examining the learning models implicit in its design. Later essays describe and theorize the various ways players interact with the software, which simultaneously presents them with structural constraints and limitless possibilities. NOT OFFICIAL MINECRAFT PRODUCT. NOT APPROVED BY OR ASSOCIATED WITH MOJANG.

Book Graduate Skills and Game Based Learning

Download or read book Graduate Skills and Game Based Learning written by Matthew Barr and published by Springer Nature. This book was released on 2019-09-05 with total page 238 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book explores the efficacy of game-based learning to develop university students’ skills and competencies. While writing on game-based learning has previously emphasised the use of games developed specifically for educational purposes, this book fills an important gap in the literature by focusing on commercial games such as World of Warcraft and Minecraft. Underpinned by robust empirical evidence, the author demonstrates that the current negative perception of video games is ill-informed, and in fact these games can be important tools to develop graduate skills related to employability. Speaking to very current concerns about the employability of higher education graduates and the skills that university is intended to develop, this book also explores the attitudes to game-based learning as expressed by instructors, students and game developers.

Book Master Builder 3 0 Advanced

Download or read book Master Builder 3 0 Advanced written by Triumph Books and published by Triumph Books. This book was released on 2015-04-01 with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: The smash hit video game Minecraft continues to grow in popularity and in gameplay, adding more features and updating existing ones to make them richer and more complex. Players who mastered the basics with Minecrafter and leveled up with Minecrafter 2.0 Advanced can now become experts with Minecrafter 3.0 Advanced. Readers can delve into the complex advanced-player worlds of Brewing, Enchanting, and Farming for items and experience and learn how to start making the Holy Grail of Minecraft creations: the megabuild, and make it look great by learning how to use visual boosters like skins, resource packs, and shaders. This book details the brand-new modes of play, such as the drama-filled Adventure maps that present a whole new set of challenges for advanced players to complete. As the game has evolved, so has the player-favorite Redstone system, and dozens if not hundreds of new mods, mini-games, servers, and builders have come into being. This gamer's guidebook also contains the most up-to-date information on the latest updates, including some game-changing new features, helping you achieve expert Minecrafter status. This book is not authorized, sponsored, endorsed or licensed by Mojang AB. The trademark Minecraft is owned by Mojang AB; and other company names and/or trademarks mentioned in this book are the property of their respective companies and are used for identification purposes only.

Book The Game Mindcraft

    Book Details:
  • Author : Huxley Rivers
  • Publisher : Publifye AS
  • Release : 2024-10-05
  • ISBN : 8233932280
  • Pages : 218 pages

Download or read book The Game Mindcraft written by Huxley Rivers and published by Publifye AS. This book was released on 2024-10-05 with total page 218 pages. Available in PDF, EPUB and Kindle. Book excerpt: ""The Game Mindcraft: A Journey Through Digital Creativity and Innovation"" explores the revolutionary impact of Minecraft on gaming, education, and digital culture. This comprehensive book delves into the game's origins, its unique approach to player creativity, and its far-reaching influence on various fields. Readers are taken on a journey through Minecraft's evolution, from its humble beginnings to its status as a global phenomenon that blurs the lines between game, educational tool, and creative platform. The book highlights intriguing facts about Minecraft's psychological appeal and its ability to foster global communities. It examines how the game taps into fundamental human desires for creativity and discovery, while also serving as a powerful tool for interactive learning. Through a combination of player statistics, educational case studies, and interviews with experts, the authors present a compelling argument for Minecraft's significance in the digital age. What sets this book apart is its holistic approach, balancing technological analysis with social and educational insights. Written in an engaging, narrative non-fiction style, it offers accessible language for a general audience while maintaining academic rigor. As readers progress through the chapters, they gain a deep understanding of Minecraft's impact on fields ranging from urban planning to digital art, making this an invaluable resource for anyone interested in the intersection of technology, creativity, and social dynamics in the digital world.

Book Handbook of Game Based Learning

Download or read book Handbook of Game Based Learning written by Jan L. Plass and published by MIT Press. This book was released on 2020-02-04 with total page 601 pages. Available in PDF, EPUB and Kindle. Book excerpt: A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan

Book Minecraft  Redstone and Transportation

Download or read book Minecraft Redstone and Transportation written by James Zeiger and published by Cherry Lake. This book was released on 2016-01-01 with total page 36 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn how to use redstone to build advanced Minecraft structures such as automated doors and powered mine carts.

Book An Educator s Guide to Using Minecraft   in the Classroom

Download or read book An Educator s Guide to Using Minecraft in the Classroom written by Colin Gallagher and published by Peachpit Press. This book was released on 2014-10-08 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn how educators are using Minecraft® as a powerful instructional tool to engage students and teach subjects as varied as math and humanities. This book offers ten classroom projects from teachers using Minecraft® to teach math, science, languages, and more. Each project includes learning objectives, project organization and tasks, and ideas for reflection and assessments. You’ll also find detailed instructions for setting up and running a Minecraft® server in the classroom, both the regular and the popular MinecraftEdu versions. In this book, you’ll discover What Minecraft® is and why it’s such an engaging tool for the classroom. How to set up and administer servers that students use for their projects. What MinecraftEdu is, how to set up and manage it, and how to use its teacher controls. Techniques for using the game in special-education settings. Step-by-step instructions for printing 3D models of your classroom projects. Ways to use the game in a variety of different subject areas. You’ll find essential advice and captivating projects for using Minecraft® to enhance students’ learning experience from educators using Minecraft® in the Classroom: Shane Asselstine, Dan Bloom, André Chercka, Adam Clarke, Stephen Elford, Colin Gallagher, David Lee, John Miller, Eric Walker, and James York. Minecraft® is a trademark of Mojang Synergies/Notch Development AB. This book is not affiliated with or sponsored by Mojang Synergies/Notch Development AB.

Book Exploring Minecraft

Download or read book Exploring Minecraft written by Larissa Hjorth and published by Springer Nature. This book was released on 2021-01-04 with total page 194 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book directs critical attention to one of the most ubiquitous and yet under-analyzed games, Minecraft. Drawing on three years of ethnographic fieldwork into mobile games in Australian homes, the authors seek to take Minecraft seriously as a cultural practice. The book examines how Minecraft players engage in a form of gameplay that is uniquely intergenerational, creative, and playful, and which moves ambivalently throughout everyday life. At the intersection of digital media, quotidian literacy, and ethnography, the book situates interdisciplinary debates around mundane play through the lens of Minecraft. Ultimately, Exploring Minecraft seeks to coalesce the discussion between formal and informal learning, fostering new forms of digital media creativity and ethnographic innovation around the analysis of games in everyday life.

Book The Art of Game Design

Download or read book The Art of Game Design written by Jesse Schell and published by CRC Press. This book was released on 2019-07-31 with total page 653 pages. Available in PDF, EPUB and Kindle. Book excerpt: The Art of Game Design guides you through the design process step-by-step, helping you to develop new and innovative games that will be played again and again. It explains the fundamental principles of game design and demonstrates how tactics used in classic board, card and athletic games also work in top-quality video games. Good game design happens when you view your game from as many perspectives as possible, and award-winning author Jesse Schell presents over 100 sets of questions to ask yourself as you build, play and change your game until you finalise your design. This latest third edition includes examples from new VR and AR platforms as well as from modern games such as Uncharted 4 and The Last of Us, Free to Play games, hybrid games, transformational games, and more. Whatever your role in video game development an understanding of the principles of game design will make you better at what you do. For over 10 years this book has provided inspiration and guidance to budding and experienced game designers - helping to make better games faster.

Book ECGBL2015 9th European Conference on Games Based Learning

Download or read book ECGBL2015 9th European Conference on Games Based Learning written by Robin Munkvold and Line Kolås and published by Academic Conferences and publishing limited. This book was released on 2015-09-18 with total page 825 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to the main streams of the conference, there are mini tracks focusing on the areas of the design of multiplayer/collaborative serious games, applied Games and gamification, the teacher's role in game-based learning, games for STEM (Science, Technology, Engineering, Mathematics) learning, assessment of digital game-based learning and pervasive and ubiquitous gaming for learning. In addition to the presentations of research we are delighted to host the third year of the Serious Game competition, which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. This competition is again sponsored by SEGAN - Serious Games Network. With an initial submission of more than 60 games, 28 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. With an initial submission of 190 abstracts, after the double blind peer review process, there are 75 research papers, 15 PhD research papers, 4 Non Academic papers and 8 work-in-progress papers published in these Conference Proceedings. These papers represent research from more than 40 countries, including Australia, Austria, Belgium, Brazil, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Israel, Italy, Japan, Malaysia, Norway, Portugal, Russia, Saudi Arabia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan/ROC, The Netherlands, The Netherlands, United Arab Emirates, UK and USA

Book Handbook of Research on Pathways and Opportunities Into the Business of Esports

Download or read book Handbook of Research on Pathways and Opportunities Into the Business of Esports written by Andrews, Sharon and published by IGI Global. This book was released on 2021-06-25 with total page 473 pages. Available in PDF, EPUB and Kindle. Book excerpt: Esports have attracted considerable attention over the past few years and become an industry that is projected to continue to increase rapidly. Intersecting with the esports industry are organizations and businesses that develop and support the esports game experience. Included is the entrepreneurial spirit of gamers, who are interested in creating their own career paths through capturing and posting gaming microassists on different public venues that are driven by advertising dollars, invitational competition monetary winnings, and other forms of marketing their expertise for financial gain. All these organizations and industries form satellites of career opportunities as well as opportunities for research and enhanced forward-leaning study. Such career opportunities can be explicitly addressed within the structure of university degree and micro-credential certificate programs, some of which have begun to offer esports-directed degrees, but most of which have not yet moved from esports clubs into a recognition of the business and industry monetization of esports. The Handbook of Research on Pathways and Opportunities Into the Business of Esports addresses the intersection of esports gaming and the business and industry of esports, rather than an exploration of the video games themselves. It is the supporting and intersecting industry driven by esports and the vast opportunities this brings that are the foci of this book. Covering topics including digital learning, esport marketing curriculum, and gaming culture, this text is essential for business professionals, industry analysts, entrepreneurs, managers, coaches, marketers, advertisers, brand managers, university and college administrators, faculty and researchers, students, professors, and academicians.

Book Minecraft in the Classroom

Download or read book Minecraft in the Classroom written by Shane Asselstine and published by Pearson Education. This book was released on 2015 with total page 289 pages. Available in PDF, EPUB and Kindle. Book excerpt: "You'll find essential advice and captivating projects for uing Minecraft to enhance students' learning experiencce from educators using MIne craft in the classroom." - cover.

Book Amateur Media

    Book Details:
  • Author : Dan Hunter
  • Publisher : Routledge
  • Release : 2013
  • ISBN : 0415782651
  • Pages : 258 pages

Download or read book Amateur Media written by Dan Hunter and published by Routledge. This book was released on 2013 with total page 258 pages. Available in PDF, EPUB and Kindle. Book excerpt: The rise of Web 2.0 has pushed the amateur to the forefront of public discourse, public policy and media scholarship. Typically non-salaried, non-specialist and untrained in media production, amateur producers are now seen as key drivers of the creative economy. This edited collection provides a much-needed interdisciplinary contextualisation of amateur media before and after Web 2.0. Surveying the institutional, economic and legal construction of the amateur media producer via a series of case studies, it features contributions from experts in the fields of law, economics, media studies and literary studies based in the US and Australia.

Book Computer Science and Education

Download or read book Computer Science and Education written by Wenxing Hong and published by Springer Nature. This book was released on 2023-06-16 with total page 610 pages. Available in PDF, EPUB and Kindle. Book excerpt: This three-volume set constitues selected papers presented during the 17th International Conference on Computer Science and Education, ICCSE 2022, held in Ningbo, China, in August 2022. The 168 full papers and 43 short papers presented were thoroughly reviewed and selected from the 510 submissions. They focus on a wide range of computer science topics, especially AI, data science, and engineering, and technology-based education, by addressing frontier technical and business issues essential to the applications of data science in both higher education and advancing e-Society.