"This is the colorful and dramatic biography of two of America's most controversial entrepreneurs: Moses Louis Annenberg, 'the racing wire king, ' who built his fortune in racketeering, invested it in publishing, and lost much of it in the biggest tax evasion case in United States history; and his son, Walter, launcher of TV Guide and Seventeen magazines and former ambassador to Great Britain."--Jacket.
The REV conference aims to discuss the fundamentals, applications and experiences in remote engineering, virtual instrumentation and related new technologies, as well as new concepts for education on these topics, including emerging technologies in learning, MOOCs & MOOLs, Open Resources, and STEM pre-university education. In the last 10 years, remote solutions based on Internet technology have been increasingly deployed in numerous areas of research, science, industry, medicine and education. With the new focus on cyber-physical systems, Industry 4.0, Internet of Things and the digital transformation in industry, economy and education, the core topics of the REV conference have become indispensable elements of a future digitized society. REV 2018, which was held at the University of Applied Sciences in Duesseldorf from 21–23 March 2018, addressed these topics as well as state-of-the-art and future trends.
A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.
The serious illness of three presidents—Woodrow Wilson, Franklin Delano Roosevelt, and John F. Kennedy—as well as the injury Ronald Reagan received in the assassination attempt upon him have revealed our woefully inadequate system for handling presidential incapacity. The authors believe that this flawed system poses a major threat to the nation, and they provide sobering reports on how the government functioned (or failed to function) during times of presidential impairment. The public was kept in the dark regarding the gravity of the presidential condition, often unaware that critical decisions were being made while the president was suffering from a severe illness. Hidden Illness in the White House contains startling new information on the severity of Roosevelt’s illness during the crucial Yalta negotiations and the fact that Kennedy suffered from Addison’s disease, a life-threatening illness, long before he was elected to the presidency. In each case the authors demonstrate that a largely successful effort was made to conceal the president’s true medical condition from the public.
The Head of the House of Coombe is a 1922 novel by Frances Hodgson Burnett. The Head of the House of Coombe follows the relationships between a group of pre-World War One English nobles and commoners. It also offers editorial commentary on the political system in prewar Europe that Burnett feels bears some responsibility for the war, and some pointed social commentary
From ultra high-tech weaponry to off-planet combat, this collection examines the conflicts of the future from some of the greatest minds in science fiction. Stories by Tony Daniel, Philip Dick, Joe Haldeman, Geoffrey Landis, Paul McAuley, Ian McDonald, Alastair Reynolds, Lucius Shepard, Allen Steele and Gardner Dozois.