Mind Comic Book

Mind Comic Book

Author: Mind Comic

Publisher: Createspace Independent Publishing Platform

Published: 2016-07-11

Total Pages: 136

ISBN-13: 9781535198639

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For creating your own drawing comics, this is blank comic book offering 135 pages, each page with 6 borders panels. Large panels are designed to have a perfect space to put all creativity ideas into. Enjoy so much fun creating yours or buying as a gift. Everyone is a story teller! From the farthest reaches of your imagination to adventures you've had yourself, nothing tells a tale like a graphic novel. Mind Comic Book takes care of the difficulty of framing and lets you get on with the creativity. All you have to do is choose blank frames from our library which has more than 30 frame designs and fill it in! Let's your inner artists comes out.


Mind Comic Book - 9 Panel 7 X 10 135 Pages

Mind Comic Book - 9 Panel 7 X 10 135 Pages

Author: Mind Comic

Publisher: Createspace Independent Publishing Platform

Published: 2016-06-24

Total Pages: 136

ISBN-13: 9781534869240

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For creating your own drawing comics, this is blank comic book offering 135 pages, each page with 6 borders panels. Large panels are designed to have a perfect space to put all creativity ideas into. Enjoy so much fun creating yours or buying as a gift. Everyone is a story teller! From the farthest reaches of your imagination to adventures you've had yourself, nothing tells a tale like a graphic novel. Mind Comic Book takes care of the difficulty of framing and lets you get on with the creativity. All you have to do is choose blank frames from our library which has more than 30 frame designs and fill it in! Let's your inner artists comes out.


Making Comics

Making Comics

Author: Scott McCloud

Publisher: William Morrow Paperbacks

Published: 2006-09-05

Total Pages: 264

ISBN-13: 9780060780944

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Presents instructions for aspiring cartoonists on the art form's key techniques, sharing concise and accessible guidelines on such principles as capturing the human condition through words and images in a minimalist style.


Watchmen Companion

Watchmen Companion

Author: Ray Winninger

Publisher: DC Comics

Published: 2019-12-24

Total Pages: 284

ISBN-13: 1779502400

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The Watchmen Companion collects for the first time long-out-of-print, rarely seen material based on the landmark comic book series! The Watchmen Companion includes the Watchmen: Watching the Watchmen and Watchmen: Taking out the Trash game modules, along with the Watchmen Sourcebook, released in 1990 as part of the DC Heroes role-playing game-sanctioned by Alan Moore, including illustrations by artist Dave Gibbons created especially for the game, and expanding on the mythos of the Watchmen series. This volume also collects pages from Who's Who in The DC Universe featuring the Watchmen and Minutemen characters, The Question #17 (guest-starring Rorschach!) and a page from the rare, promotional DC Spotlight #1 from 1985 that marked the very first appearance of the Watchmen cast in print!


Reinventing Comics

Reinventing Comics

Author: Scott McCloud

Publisher: Harper Collins

Published: 2000-07-25

Total Pages: 260

ISBN-13: 0060953500

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In 1993, Scott McCloud tore down the wall between high and low culture with the acclaimed international hit Understanding Comics, a massive comic book that explored the inner workings of the worlds most misunderstood art form. Now, McCloud takes comics to te next leavle, charting twelve different revolutions in how comics are created, read, and preceived today, and how they're poised to conquer the new millennium. Part One of this fascinating and in-depth book includes: The life of comics as an art form and as literture The battle for creators' rights Reinventing the business of comics The volatile and shifting public percptions of comics Sexual and ethnic representation on comics Then in Part Two, McCloud paints a brethtaling picture of comics' digital revolutions, including: The intricacies of digital production The exploding world of online delivery The ultimate challenges of the infinite digital canvas


Sophie's World

Sophie's World

Author: Jostein Gaarder

Publisher: Farrar, Straus and Giroux

Published: 2007-03-20

Total Pages: 599

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.


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.


Genre in a Changing World

Genre in a Changing World

Author: Charles Bazerman

Publisher: Parlor Press LLC

Published: 2009-09-16

Total Pages: 486

ISBN-13: 1643170015

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Genre studies and genre approaches to literacy instruction continue to develop in many regions and from a widening variety of approaches. Genre has provided a key to understanding the varying literacy cultures of regions, disciplines, professions, and educational settings. GENRE IN A CHANGING WORLD provides a wide-ranging sampler of the remarkable variety of current work. The twenty-four chapters in this volume, reflecting the work of scholars in Europe, Australasia, and North and South America, were selected from the over 400 presentations at SIGET IV (the Fourth International Symposium on Genre Studies) held on the campus of UNISUL in Tubarão, Santa Catarina, Brazil in August 2007—the largest gathering on genre to that date. The chapters also represent a wide variety of approaches, including rhetoric, Systemic Functional Linguistics, media and critical cultural studies, sociology, phenomenology, enunciation theory, the Geneva school of educational sequences, cognitive psychology, relevance theory, sociocultural psychology, activity theory, Gestalt psychology, and schema theory. Sections are devoted to theoretical issues, studies of genres in the professions, studies of genre and media, teaching and learning genre, and writing across the curriculum. The broad selection of material in this volume displays the full range of contemporary genre studies and sets the ground for a next generation of work.


Mind Gym

Mind Gym

Author: Gary Mack

Publisher: McGraw Hill Professional

Published: 2002-06-24

Total Pages: 238

ISBN-13: 0071504648

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Praise for Mind Gym "Believing in yourself is paramount to success for any athlete. Gary's lessons and David's writing provide examples of the importance of the mental game." --Ben Crenshaw, two-time Masters champion and former Ryder Cup captain "Mind Gym hits a home run. If you want to build mental muscle for the major leagues, read this book." --Ken Griffey Jr., Major League Baseball MVP "I read Mind Gym on my way to the Sydney Olympics and really got a lot out of it. Gary has important lessons to teach, and you'll find the exercises fun and beneficial." --Jason Kidd, NBA All-Star and Olympic gold-medal winner In Mind Gym, noted sports psychology consultant Gary Mack explains how your mind influences your performance on the field or on the court as much as your physical skill does, if not more so. Through forty accessible lessons and inspirational anecdotes from prominent athletes--many of whom he has worked with--you will learn the same techniques and exercises Mack uses to help elite athletes build mental "muscle." Mind Gym will give you the "head edge" over the competition.


Holy F*ck

Holy F*ck

Author: Nick Marino

Publisher: Holy F*ck Tp

Published: 2015-05-12

Total Pages: 0

ISBN-13: 9781632290977

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Sister Maria has recruited two horny drug-fueled weirdos to stop the apocalypse. Their names? Jesus and Satan. Can these biblical frenemies help this nun with a gun defeat an army of pissed off mythological gods? Only one thing's for sure -- it's gonna be a wild ride Collecting the controversially-contagious Holy F*ck #1-4.