Part two of a three part novella series, featuring a clean romance centering around our dear couple, Mr. Darcy and Miss Elizabeth by Nora Kipling. Mr. Darcy has been accused of the most unnatural of desires, and must find a wife to allay the rumors as soon as possible. Mr. Darcy has met the Bennet family and their daughters, and has fallen completely, decidedly, in love with Miss Elizabeth Bennet. He has only the small issue of competing for her affections from the buffoonish, boorish Mr. Collins, and the wicked and blackguard Mr. Wickham. When Elizabeth shows indifference, and even dislike, to both of his competitors however, he sees an opening to her heart that he wishes to take… only for the gravest of news and ultimatums to fall upon both him and the Bennet family. Will his utter happiness be ruined by his father? Will he in turn ruin the complete happiness of his best friend, Mr. Bingley? Set a few years earlier than the original Pride and Prejudice, this what-if novella variation can be enjoyed by all ages! This is a sweet, clean romance suitable for all lovers of Jane Austen's Pride and Prejudice.
Making a successful video game is hard. Even games that are successful at launch may fail to engage and retain players in the long term due to issues with the user experience (UX) that they are delivering. The game user experience accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the experience they want to deliver, shipping higher quality games (whether it is an indie game, AAA game, or "serious game"), and meeting their business goals while staying true to their design and artistic intent. In a nutshell, UX is about understanding the gamer’s brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with neuroscience knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. Key Features Provides an overview of how the brain learns and processes information by distilling research findings from cognitive science and psychology research in a very accessible way. Topics covered include: "neuromyths", perception, memory, attention, motivation, emotion, and learning. Includes numerous examples from released games of how scientific knowledge translates into game design, and how to use a UX framework in game development. Describes how UX can guide developers to improve the usability and the level of engagement a game provides to its target audience by using cognitive psychology knowledge, implementing human-computer interaction principles, and applying the scientific method (user research). Provides a practical definition of UX specifically applied to games, with a unique framework. Defines the most relevant pillars for good usability (ease of use) and good "engage-ability" (the ability of the game to be fun and engaging), translated into a practical checklist. Covers design thinking, game user research, game analytics, and UX strategy at both a project and studio level. Offers unique insights from a UX expert and PhD in psychology who has been working in the entertainment industry for over 10 years. This book is a practical tool that any professional game developer or student can use right away and includes the most complete overview of UX in games existing today.
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Based on the latest teaching techniques, Yallā is a comprehensive introduction to Modern Standard Arabic (MSA), helping students to acquire fluency and accuracy in the language. It is split into two volumes that support students as they advance through their understanding: the first for beginners, and the second for intermediate learners. The textbook focuses on the four major language skills – reading, listening, writing, and speaking – and emphasizes the development of effective learning strategies. Each chapter includes a wide selection of materials that introduce new vocabulary and grammar structures whilst reinforcing previous material. Communication-oriented activities such as role-playing and interviews enable accurate and productive language use, while writing is presented systematically and reflects real-life communication. Each volume also includes a grammar reference section, which makes assimilation easier by drawing on common points between the student's knowledge of English and of Arabic.
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A proven method for working with teachers to design better evaluations There is no magic formula for successfully designing a teacher evaluation system. However there is abundant evidence that suggests involving teachers in the process will reduce the likelihood of opposition, gridlock, and reform failure. Everyone at the Table provides materials to genuinely engage teachers in the evaluation process. The book is a research-based and field-tested practical guide for school leaders. With this resource, educators will have the tools they need to develop meaningful teacher evaluations. Offers a collaborative approach to designing teacher evaluations Includes a companion web-based resource, with video This research-based program outlines a solid plan for improving teacher effectiveness through evaluation reform.
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