The Making of Minecraft

The Making of Minecraft

Author: Jennifer Zeiger

Publisher: Cherry Lake

Published: 2017-01-01

Total Pages: 36

ISBN-13: 1634722590

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With more than 100 million players around the world, Minecraft is one of the most popular video games of all time. Its unique design encourages players to use their creativity and problem solving skills to build entire worlds from scratch. In this book, readers will discover how the game began as the hobby project of a single independent game designer and grew to become a worldwide phenomenon.


Makerspaces

Makerspaces

Author: John J. Burke

Publisher: Rowman & Littlefield

Published: 2018-01-23

Total Pages: 209

ISBN-13: 1538108194

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Makerspaces: A Practical Guide for Librarians, Second Edition is an A–Z guidebook jam-packed with resources, advice, and information to help you develop and fund your own makerspace from the ground up. Learn what other libraries are making, building, and doing in their makerspaces and how you can, too. Readers are introduced to makerspace equipment, new technologies, models for planning and assessing projects, and useful case studies that will equip them with the knowledge to implement their own library makerspaces. This expanded second edition features eighteen brand new library makerspace profiles providing advice and inspiration for how to create your own library makerspace, over twenty new images and figures illustrating maker tools and trends as well as library makerspaces in action and new lists of actual grant and funding sources for library makerspaces.


Learning First, Technology Second

Learning First, Technology Second

Author: Liz Kolb

Publisher: International Society for Technology in Education

Published: 2017-03-31

Total Pages: 221

ISBN-13: 1564846326

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Learning First, Technology Second offers teachers a classroom-tested, easy-to-use framework to help them move from arbitrary uses of technology to thoughtful ways of adding value to student learning. Learning with technology doesn’t happen because a specific tool “revolutionizes” education. It happens when proven teaching strategies intersect with technology tools, and yet it’s not uncommon for teachers to use a tool because it’s “fun” or because the developer promises it will help students learn. This book includes: • An introduction to the Triple E Framework that helps teachers engage students in time-on-task learning, enhance learning experiences beyond traditional means and extend learning opportunities to bridge classroom learning with students’ everyday lives. • Effective strategies for using technology to create authentic learning experiences for their students. • Case studies to guide appropriate tech integration. • A lesson planning template to show teachers how to effectively frame technology choices and apply them in instruction. The companion jump start guide based on this book is Engage, Enhance, Extend: Start Creating Authentic Lessons With the Triple E Framework.


The Routledge Handbook of Media and Technology Domestication

The Routledge Handbook of Media and Technology Domestication

Author: Maren Hartmann

Publisher: Taylor & Francis

Published: 2023-06-28

Total Pages: 684

ISBN-13: 1000888851

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This Handbook offers a comprehensive overview of media domestication – the process of appropriating new media and technology – and delves into the theoretical, conceptual and social implications of the field’s advancement. Combining the work of the long-established experts in the field with that of emerging scholars, the chapters explore both the domestication concept itself and domestication processes in a wide range of fields, from smartphones used to monitor drug use to the question of time in the domestication of energy buildings. The international team of authors provide an accessible and thorough assessment of key issues, themes and problems with and within domestication research, and showcase the most important developments over the years. This truly interdisciplinary collection will be an important resource for advanced undergraduates, postgraduates and academic scholars in media, communication and cultural studies, sociology, anthropology, cultural geography, design studies and social studies of technology. Chapter 3 of this book is freely available as a downloadable Open Access PDF at http://www.taylorfrancis.com under a Creative Commons [Attribution-Non Commercial-No Derivatives (CC-BY-NC-ND)] 4.0 license.


The Game Mindcraft

The Game Mindcraft

Author: Huxley Rivers

Publisher: Publifye AS

Published: 2024-10-05

Total Pages: 218

ISBN-13: 8233932280

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""The Game Mindcraft: A Journey Through Digital Creativity and Innovation"" explores the revolutionary impact of Minecraft on gaming, education, and digital culture. This comprehensive book delves into the game's origins, its unique approach to player creativity, and its far-reaching influence on various fields. Readers are taken on a journey through Minecraft's evolution, from its humble beginnings to its status as a global phenomenon that blurs the lines between game, educational tool, and creative platform. The book highlights intriguing facts about Minecraft's psychological appeal and its ability to foster global communities. It examines how the game taps into fundamental human desires for creativity and discovery, while also serving as a powerful tool for interactive learning. Through a combination of player statistics, educational case studies, and interviews with experts, the authors present a compelling argument for Minecraft's significance in the digital age. What sets this book apart is its holistic approach, balancing technological analysis with social and educational insights. Written in an engaging, narrative non-fiction style, it offers accessible language for a general audience while maintaining academic rigor. As readers progress through the chapters, they gain a deep understanding of Minecraft's impact on fields ranging from urban planning to digital art, making this an invaluable resource for anyone interested in the intersection of technology, creativity, and social dynamics in the digital world.


Serious Play

Serious Play

Author: Catherine Beavis

Publisher: Routledge

Published: 2017-05-08

Total Pages: 359

ISBN-13: 1134979118

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Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and deep learning and enable curricula that connect with young people today. These exciting approaches illuminate the role of context in gameplay as well as the links between digital culture, gameplay and identity in learners’ lives, and are applicable to research and practice at the leading edge of curriculum and literacy development.


Co-creating Videogames

Co-creating Videogames

Author: John Banks

Publisher: A&C Black

Published: 2013-01-01

Total Pages: 201

ISBN-13: 184966496X

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This book explores key contemporary issues in participatory media culture, including questions of technology, labour and professional expertise.


ODROID Magazine

ODROID Magazine

Author:

Publisher: Hardkernel, Ltd

Published: 2014-04-01

Total Pages: 39

ISBN-13:

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Table of Contents 6 Build Android on ODROID-U3: From Scratch to Smash, Take Total Control of Your Android System 8 Shairport: Turn Your ODROID to an iTunes Airport Audio Station 9 Portable Image Backup: Creating a Recovery File for Your Favorite Operating System 10 Rename Your Files from Uppercase to Lowercase in One Command Line 10 Protect Yourself from Superuser Accidents 11 Build Your Own Ubuntu From Scratch: Using Linaro’s RootFS To Compile Linux Like a Pro! 14 How to Install the Oracle Java Development Kit (JDK) Version 8: Save Time with Java’s “Code Once, Run Anywhere” Architecture 16 Using ODROIDs in High Performance Computing: What a Difference a Kernel Makes 17 Android Gaming: Vector - Parkour Packed Action 18 How to Setup a Minecraft Server: Creeeepers! 20 Download Youtube Videos to Watch Offline 21 Create a Papercraft Doll to Go Alongside Your Minecraft Server 22 Learn Rebol: Writing More Useful Programs with Amazingly Small and Easy-To-Understand Code - Part 2 27 Be Heard With Ubercaster: A Real-Time Audio Broadcaster Hotspot 29 ODROID-U3 I2C Communication: Inter-Integrated Circuits for the Rest Of Us 32 Heavy-Duty Portable Linux Tablet with LTE Router 34 How I Built a Truck PC with My ODROID: Nevermind the Products on the Market, Get the Most Bang for Your Buck! 38 Meet an ODROIDian: Marian Mihailescu, One of Our Top Forum Contributors


The SAGE Encyclopedia of Out-of-School Learning

The SAGE Encyclopedia of Out-of-School Learning

Author: Kylie Peppler

Publisher: SAGE Publications

Published: 2017-04-11

Total Pages: 992

ISBN-13: 1483385205

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The SAGE Encyclopedia of Out-of-School Learning documents what the best research has revealed about out-of-school learning: what facilitates or hampers it; where it takes place most effectively; how we can encourage it to develop talents and strengthen communities; and why it matters. Key features include: Approximately 260 articles organized A-to-Z in 2 volumes available in a choice of electronic or print formats. Signed articles, specially commissioned for this work and authored by key figures in the field, conclude with Cross References and Further Readings to guide students to the next step in a research journey. Reader’s Guide groups related articles within broad, thematic areas to make it easy for readers to spot additional relevant articles at a glance. Detailed Index, the Reader’s Guide, and Cross References combine for search-and-browse in the electronic version. Resource Guide points to classic books, journals, and web sites, including those of key associations.


Digital World

Digital World

Author: Gillian Youngs

Publisher: Routledge

Published: 2013-06-26

Total Pages: 206

ISBN-13: 1135021988

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The Internet and digital technologies have changed the world we live in and the ways we engage with one another and work and play. This is the starting point for this collection which takes analysis of the digital world to the next level exploring the frontiers of digital and creative transformations and mapping their future directions. It brings together a distinctive collection of leading academics, social innovators, activists, policy specialists and digital and creative practitioners to discuss and address the challenges and opportunities in the contemporary digital and creative economy. Contributions explain the workings of the digital world through three main themes: connectivity, creativity and rights. They combine theoretical and conceptual discussions with real world examples of new technologies and technological and creative processes and their impacts. Discussions range across political, economic and cultural areas and assess national contexts including the UK and China. Areas covered include digital identity and empowerment, the Internet and the ‘Fifth Estate’, social media and the Arab Spring, digital storytelling, transmedia and audience, economic and social innovation, digital inclusion, community and online curation, cyberqueer activism. The volume developed out of a UK Economic and Social Research Council funded research seminar series.