Gateway to Old School Games (2012 Edition - EPUB)

Gateway to Old School Games (2012 Edition - EPUB)

Author: Asiapac Editorial

Publisher: Asiapac Books Pte Ltd

Published: 2018-10-10

Total Pages: 128

ISBN-13: 9812299491

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Chapteh, congkak, hopscotch and five stones... do these names ring a bell? This book takes you back in time to the 1950s and 1960s for some old school games that children used to play before the age of iPads, Nintendo and the Internet. None of the games mentioned in this book are electronic, yet they have provided many hours of fun and entertainment for the kids of yesterday. Read on to find out which games have been played for more than 5,000 years, and the origins of certain toys we have taken for granted. Hark back to a simpler era when fun was about maximising a child's imagination and creativity, and discover new ways of having fun! Whether you are a child, parent or simply someone who is nostalgic about the good old days at kampungs, this book is meant for you!


Reality Is Broken

Reality Is Broken

Author: Jane McGonigal

Publisher: Penguin

Published: 2011-01-20

Total Pages: 334

ISBN-13: 1101475498

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“McGonigal is a clear, methodical writer, and her ideas are well argued. Assertions are backed by countless psychological studies.” —The Boston Globe “Powerful and provocative . . . McGonigal makes a persuasive case that games have a lot to teach us about how to make our lives, and the world, better.” —San Jose Mercury News “Jane McGonigal's insights have the elegant, compact, deadly simplicity of plutonium, and the same explosive force.” —Cory Doctorow, author of Little Brother A visionary game designer reveals how we can harness the power of games to boost global happiness. With 174 million gamers in the United States alone, we now live in a world where every generation will be a gamer generation. But why, Jane McGonigal asks, should games be used for escapist entertainment alone? In this groundbreaking book, she shows how we can leverage the power of games to fix what is wrong with the real world-from social problems like depression and obesity to global issues like poverty and climate change-and introduces us to cutting-edge games that are already changing the business, education, and nonprofit worlds. Written for gamers and non-gamers alike, Reality Is Broken shows that the future will belong to those who can understand, design, and play games. Jane McGonigal is also the author of SuperBetter: A Revolutionary Approach to Getting Stronger, Happier, Braver and More Resilient.


So You Want to Be a Wizard

So You Want to Be a Wizard

Author: Diane Duane

Publisher: HarperCollins

Published: 2003-10-01

Total Pages: 403

ISBN-13: 0547545118

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A mysterious library book opens the door to a world of magic and danger in the first book in the beloved Young Wizards series. Bullied by her classmates, Nita Callahan is miserable at school. So when she finds a mysterious book in the library that promises her the chance to become a wizard, she jumps at the opportunity to escape her unhappy reality. But taking the Wizard's Oath is no easy thing, and Nita soon finds herself paired with fellow wizard-in-training Kit Rodriguez on a dangerous mission. The only way to become a full wizard is to face the Lone Power, the being that created death and is the mortal enemy of all wizards. As Nita and Kit battle their way through a deadly alternate version of New York controlled by the Lone Power, they must rely on each other and their newfound wizarding skills to survive--and save the world from the Lone One's grasp.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

Author: James Paul Gee

Publisher: Macmillan

Published: 2014-12-02

Total Pages: 233

ISBN-13: 1466886420

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Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.


Sophie's World

Sophie's World

Author: Jostein Gaarder

Publisher: Farrar, Straus and Giroux

Published: 2007-03-20

Total Pages: 735

ISBN-13: 1466804270

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A page-turning novel that is also an exploration of the great philosophical concepts of Western thought, Jostein Gaarder's Sophie's World has fired the imagination of readers all over the world, with more than twenty million copies in print. One day fourteen-year-old Sophie Amundsen comes home from school to find in her mailbox two notes, with one question on each: "Who are you?" and "Where does the world come from?" From that irresistible beginning, Sophie becomes obsessed with questions that take her far beyond what she knows of her Norwegian village. Through those letters, she enrolls in a kind of correspondence course, covering Socrates to Sartre, with a mysterious philosopher, while receiving letters addressed to another girl. Who is Hilde? And why does her mail keep turning up? To unravel this riddle, Sophie must use the philosophy she is learning—but the truth turns out to be far more complicated than she could have imagined.


The Adult Learner

The Adult Learner

Author: Malcolm S. Knowles

Publisher: Routledge

Published: 2020-12-20

Total Pages: 407

ISBN-13: 1000072894

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How do you tailor education to the learning needs of adults? Do they learn differently from children? How does their life experience inform their learning processes? These were the questions at the heart of Malcolm Knowles’ pioneering theory of andragogy which transformed education theory in the 1970s. The resulting principles of a self-directed, experiential, problem-centred approach to learning have been hugely influential and are still the basis of the learning practices we use today. Understanding these principles is the cornerstone of increasing motivation and enabling adult learners to achieve. The 9th edition of The Adult Learner has been revised to include: Updates to the book to reflect the very latest advancements in the field. The addition of two new chapters on diversity and inclusion in adult learning, and andragogy and the online adult learner. An updated supporting website. This website for the 9th edition of The Adult Learner will provide basic instructor aids including a PowerPoint presentation for each chapter. Revisions throughout to make it more readable and relevant to your practices. If you are a researcher, practitioner, or student in education, an adult learning practitioner, training manager, or involved in human resource development, this is the definitive book in adult learning you should not be without.


We Have Always Lived in the Castle

We Have Always Lived in the Castle

Author: Shirley Jackson

Publisher:

Published: 1962

Total Pages: 188

ISBN-13:

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We Have Always Lived in the Castle is a deliciously unsettling novel about a perverse, isolated, and possibly murderous family and the struggle that ensues when a cousin arrives at their estate.


I Am Malala

I Am Malala

Author: Malala Yousafzai

Publisher: Hachette UK

Published: 2014-08-19

Total Pages: 246

ISBN-13: 1780622414

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Written in collaboration with critically acclaimed NATIONAL BOOK AWARD finalist Patricia McCormick, Malala tells her story - from her childhood in the Swat Valley to the shooting, her recovery and new life in England. She's a girl who loves cricket, gossips with her best friends, and, on the day of the shooting, nearly overslept and missed an exam. A girl who saw women suddenly banned from public, schools blown up, the Taliban seize control, and her homeland descend into a state of fear and repression. This is the story of her life, and also of her passionate belief in every child's right to education, her determination to make that a reality throughout the world, and her hope to inspire others.


Augmentation of Brain Function: Facts, Fiction and Controversy

Augmentation of Brain Function: Facts, Fiction and Controversy

Author: Ioan Opris

Publisher: Frontiers Media SA

Published: 2018-09-14

Total Pages: 403

ISBN-13: 2889456153

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The Volume II is entitled “Neurostimulation and pharmacological approaches”. This volume describes augmentation approaches, where improvements in brain functions are achieved by modulation of brain circuits with electrical or optical stimulation, or pharmacological agents. Activation of brain circuits with electrical currents is a conventional approach that includes such methods as (i) intracortical microstimulation (ICMS), (ii) transcranial direct current stimulation (tDCS), and (iii) transcranial magnetic stimulation (TMS). tDCS and TMS are often regarded as noninvasive methods. Yet, they may induce long-lasting plastic changes in the brain. This is why some authors consider the term “noninvasive” misleading when used to describe these and other techniques, such as stimulation with transcranial lasers. The volume further discusses the potential of neurostimulation as a research tool in the studies of perception, cognition and behavior. Additionally, a notion is expressed that brain augmentation with stimulation cannot be described as a net zero sum proposition, where brain resources are reallocated in such a way that gains in one function are balanced by costs elsewhere. In recent years, optogenetic methods have received an increased attention, and several articles in Volume II cover different aspects of this technique. While new optogenetic methods are being developed, the classical electrical stimulation has already been utilized in many clinically relevant applications, like the vestibular implant and tactile neuroprosthesis that utilizes ICMS. As a peculiar usage of neurostimulation and pharmacological methods, Volume II includes several articles on augmented memory. Memory prostheses are a popular recent development in the stimulation-based BMIs. For example, in a hippocampal memory prosthesis, memory content is extracted from hippocampal activity using a multiple-input, multiple-output non-linear dynamical model. As to the pharmacological approaches to augmenting memory and cognition, the pros and cons of using nootropic drugs are discussed.