The official Minecraft Annual 2021 is packed with activities, build ideas and survival challenges to try out in-game. It also contains insider info from the Mojang team about everything that has happened in the world of Minecraft over the past year, including features about the bee update, Minecraft Dungeons and Minecraft Earth.
2019 is Minecraft's tenth anniversary. The official Minecraft Annual 2020 is a celebration of how far Minecraft has come since 2009, and the amazing community that has helped make it what it is today. Inside you'll find build ideas, challenges and games, as well as exclusive interviews with several members of the Mojang team and a sneak peek inside their amazing offices. Collect all of the official Minecraft books to become the best Minecrafter you can be: 9781405293075 Minecraft Let's Build! Theme Park Adventure 9781405294539 Minecraft Let's Build! Land of Zombies 9781405294522 Minecraft for Beginners 9781405294546 Minecraft Maps 9781405295529 Official Minecraft Fiction: Into the Game 9781405295536 Official Minecraft Fiction: Night of the Bats 9781405285971 Minecraft Guide To: Exploration 9781405285988 Minecraft Guide To: Creative 9781405285995 Minecraft Guide To: The Nether and the End 9781405286008 Minecraft Guide To: Redstone 9781405288958 Minecraft Guide To: Enchantments and Potions 9781405288965 Minecraft Guide To: PVP Minigames 9781405290104 Minecraft Guide To: Farming 9781405273534 Minecraft Block-o-pedia 9781405283335 Minecraft: The Survivors' Book of Secrets 9781405284172 Minecraft Exploded Builds: Medieval Fortress 9781405288576 Minecraft: Guide Collection 9781405292016 Minecraft: The Survival Collection 9781405288552 Minecraft Survival Sticker Book 9781405290326 Minecraft The Nether and the End Sticker Book 9781405293020 Minecraft Aquatic Adventure Sticker Book Minecraft is a multi-platform block-based gaming sensation available on Xbox, PlayStation, PC and mobile devices. Whether you're in Creative, Survival or Hardcore Mode, the official Mojang-approved Minecraft books contain all the advice you need to survive and thrive.
The official Minecraft Annual 2017 is a celebration of the game and its community. Inside you'll find challenges set by the Mojang team as well as famous YouTubers like Stampy Cat and FyreUK. There are build battle ideas, survival strategies and challenges, Story Mode and Realms features and step-by-step guides to recreate builds from your favourite YouTubers' worlds. And you can read about the ways in which Minecraft has changed the world, from the charitable Block-by-Block foundation, to the epic MineCon event. With all this and more, Minecraft fans will be enjoying the official Annual well into 2017.
This fully illustrated Annual celebrates the limitless possibilities of Minecraft.Packed with step-by-step instructions for exciting builds and projects, games to test your skills, and codes to unravel, it's everything Minecraft fans have been waiting for!
In modern naval warfare, offensive and defensive mine operations and the ships that perform them often take a back seat to the more glamorous carrier strike groups, strategic deterrence patrols and anti-submarine operations. Despite their relatively small size and numbers, minecraft have enormous strategic and tactical value. With more than 200 photos, this book details the histories and specifications of more than 2,200 vessels that have served as minelayers and minesweepers, from World War I to today. Rare examples include the U.S. Navy's only purpose-built mine-laying submarine, and the remarkable 36-foot "mini minesweeper."
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.
This book constitutes the proceedings of the First International Symposium, ToM for Teams 2021, held in Washington, DC, USA, during November 4–6, 2021, Each chapter in this section tackles a different aspect of AI representing the thoughts and beliefs of human agents. The work presented herein represents our collective efforts to better understand ToM, develop AI with ToM capabilities (ASI), and study how to integrate such systems into human teams.
The five-volume set LNCS 12932-12936 constitutes the proceedings of the 18th IFIP TC 13 International Conference on Human-Computer Interaction, INTERACT 2021, held in Bari, Italy, in August/September 2021. The total of 105 full papers presented together with 72 short papers and 70 other papers in these books was carefully reviewed and selected from 680 submissions. The contributions are organized in topical sections named: Part I: affective computing; assistive technology for cognition and neurodevelopment disorders; assistive technology for mobility and rehabilitation; assistive technology for visually impaired; augmented reality; computer supported cooperative work. Part II: COVID-19 & HCI; croudsourcing methods in HCI; design for automotive interfaces; design methods; designing for smart devices & IoT; designing for the elderly and accessibility; education and HCI; experiencing sound and music technologies; explainable AI. Part III: games and gamification; gesture interaction; human-centered AI; human-centered development of sustainable technology; human-robot interaction; information visualization; interactive design and cultural development. Part IV: interaction techniques; interaction with conversational agents; interaction with mobile devices; methods for user studies; personalization and recommender systems; social networks and social media; tangible interaction; usable security. Part V: user studies; virtual reality; courses; industrial experiences; interactive demos; panels; posters; workshops. The chapter ‘Stress Out: Translating Real-World Stressors into Audio-Visual Stress Cues in VR for Police Training’ is open access under a CC BY 4.0 license at link.springer.com. The chapter ‘WhatsApp in Politics?! Collaborative Tools Shifting Boundaries’ is open access under a CC BY 4.0 license at link.springer.com.
Proceedings of the 7th Annual International Seminar on Transformative Education and Educational Leadership (AISTEEL 2022) contains several papers that have presented at the seminar with theme “Technology and Innovation in Educational Transformation”. This seminar was held on 20 September 2022 and organized by Postgraduate School, Univesitas Negeri Medan and become a routine agenda annually. The 7th AISTEEL was realized this year with various presenters, lecturers, researchers and students from universities both in and out of Indonesia. The 7th AISTEEL presents 4 distinguished keynote speakers from Universitas Negeri Medan - Indonesia, Murdoch University-Australia, Curtin University Perth-Australia, University Malaya – Malaysia, Monash University - Australia, and Tampere University of Applied Sciences, Finland. In addition, presenters of parallel sessions come from various Government and Private Universities, Institutions, Academy, and Schools. Some of them are those who have sat and will sit in the oral defence examination. The plenary speakers have been present topics covering multi disciplines. They have contributed many inspiring inputs on current trending educational research topics all over the world. The expectation is that all potential lecturers and students have shared their research findings for improving their teaching process and quality, and leadership. There are 162 papers passed through rigorous reviews process and accepted by the committee. All of papers reflect the conference scopes by follow: Teachers Education Model in Future; Education and Research Global Issue; Transformative Learning and Educational Leadership; Mathematics,Science and Nursing Education; Social, Language and Cultural Education; Vocational Education and Educational Technology; Economics, Business and Management Education; Curriculum, Research and Development; Innovative Educational Practices and Effective Technology in the Classroom; Educational Policy and Administration Education.