The Red Corolla

The Red Corolla

Author: Susan Mayclin Stephenson

Publisher:

Published: 2019-06-15

Total Pages: 200

ISBN-13: 9781879264229

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In this book the author shares wisdom gained in almost fifty years of Montessori experience. It contains a compilation of stories from the author's own teaching experience, and information shared as a Montessori school consultant, guest lecturer on teacher-training courses, and at conferences and workshops in such places as New Zealand, Thailand, Morocco, Mongolia, Peru, Colombia, Albania, and the USA. Although the majority of the information is intended for the Montessori teacher of children from 2.5 to six years, there is also information of value to those working with infants, older children, and adults, and a detailed glossary of Montessori terms. The words "Cosmic Education" refer to the Montessori practice of introducing the whole world-science, arts, history, and geography-to young children through age-appropriate practical life lessons, sensorial experiences, experiments, and language. With this preparation at an early and impressionable age, children learn to love the world in all its aspects, and as they grow up will have the tools to make sense of the world and the cosmos and to find a place in it as valuable contributing members.


Aid to Life

Aid to Life

Author: Susan Mayclin Stephenson

Publisher:

Published: 2021-01-15

Total Pages: 220

ISBN-13: 9781879264298

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The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies

The Second Machine Age: Work, Progress, and Prosperity in a Time of Brilliant Technologies

Author: Erik Brynjolfsson

Publisher: W. W. Norton & Company

Published: 2014-01-20

Total Pages: 320

ISBN-13: 0393239357

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The big stories -- The skills of the new machines : technology races ahead -- Moore's law and the second half of the chessboard -- The digitization of just about everything -- Innovation : declining or recombining? -- Artificial and human intelligence in the second machine age -- Computing bounty -- Beyond GDP -- The spread -- The biggest winners : stars and superstars -- Implications of the bounty and the spread -- Learning to race with machines : recommendations for individuals -- Policy recommendations -- Long-term recommendations -- Technology and the future (which is very different from "technology is the future").


No Checkmate, Montessori Chess Lessons for Age 3-90+

No Checkmate, Montessori Chess Lessons for Age 3-90+

Author: Susan Mayclin Stephenson

Publisher:

Published: 2016-03-10

Total Pages: 130

ISBN-13: 9781879264182

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This is not just a book about teaching chess but about sharing our daily lives with our children, gracefully, practically, enjoyably, and successfully. For over 100 year the Montessori method of optimum growth and happiness has been used with infants, school children, gifted, ADHD, and blind children, and even adults with dementia. This book presents the teaching of chess with information that can be used for teaching many things to children and adults. Since 1963 the author has been exploring cultures of the world, and, with degrees in philosophy and education and three Montessori diplomas, teaching children and adults.


The Onion Book of Known Knowledge

The Onion Book of Known Knowledge

Author: The Onion

Publisher: Little, Brown

Published: 2012-10-23

Total Pages: 259

ISBN-13: 031613323X

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Are you a witless cretin with no reason to live? Would you like to know more about every piece of knowledge ever? Do you have cash? Then congratulations, because just in time for the death of the print industry as we know it comes the final book ever published, and the only one you will ever need: The Onion's compendium of all things known. Replete with an astonishing assemblage of facts, illustrations, maps, charts, threats, blood, and additional fees to edify even the most simple-minded book-buyer, The Onion Book of Known Knowledge is packed with valuable information -- such as the life stages of an Aunt; places to kill one's self in Utica, New York; and the dimensions of a female bucket, or "pail." With hundreds of entries for all 27 letters of the alphabet, The Onion Book of Known Knowledge must be purchased immediately to avoid the sting of eternal ignorance.


Serious Games and Edutainment Applications

Serious Games and Edutainment Applications

Author: Minhua Ma

Publisher: Springer

Published: 2017-03-03

Total Pages: 694

ISBN-13: 3319516450

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With the continued application of gaming for training and education, which has seen exponential growth over the past two decades, this book offers an insightful introduction to the current developments and applications of game technologies within educational settings, with cutting-edge academic research and industry insights, providing a greater understanding into current and future developments and advances within this field. Following on from the success of the first volume in 2011, researchers from around the world presents up-to-date research on a broad range of new and emerging topics such as serious games and emotion, games for music education and games for medical training, to gamification, bespoke serious games, and adaptation of commercial off-the shelf games for education and narrative design, giving readers a thorough understanding of the advances and current issues facing developers and designers regarding games for training and education. This second volume of Serious Games and Edutainment Applications offers further insights for researchers, designers and educators who are interested in using serious games for training and educational purposes, and gives game developers with detailed information on current topics and developments within this growing area.


History of Computer Art

History of Computer Art

Author: Thomas Dreher

Publisher: Lulu.com

Published: 2020

Total Pages: 0

ISBN-13: 9781716855818

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The development of the use of computers and software in art from the Fifties to the present is explained. As general aspects of the history of computer art an interface model and three dominant modes to use computational processes (generative, modular, hypertextual) are presented. The "History of Computer Art" features examples of early developments in media like cybernetic sculptures, computer graphics and animation (including music videos and demos), video and computer games, reactive installations, virtual reality, evolutionary art and net art. The functions of relevant art works are explained more detailed than usual in such histories.