Extreme Sudoku Puzzle Book If you are an expert at Sudoku but want an extra challenge then you will love our Extreme Sudoku Puzzles. Featuring 156 Puzzles of 3 difficulties: Hard, Very Hard and Extreme This Extreme Sudoku Puzzle Book is a fun way for teens or adults to sharpen their minds and test their logic. Book Features: Loads of Puzzles 48 Hard, 54 Very Hard and 54 Extreme Large print - 2 Puzzles per page - Plenty of Space Suitable for all Levels Beginner to Expert Perfectly Sized - 7" x 10" Premium Matte Color cover design Puzzle King Publishing: Puzzle Books for Everyone!
'Utterly engaging.' - Sunday Times From her first life-changing solo trip to Australia as a young graduate, Rosita Boland was enthralled by travel. In the last thirty years she has visited some of the most remote parts of the globe carrying little more than a battered rucksack and a diary. Documenting nine journeys from nine different moments in her life, Elsewhere reveals how exploring the world – and those we meet along the way – can dramatically shape the course of a person’s life. From death-defying bus journeys through Pakistan to witnessing the majestic icescapes of Antarctica to putting herself back together in Bali, Rosita experiences moments of profound joy and endures deep personal loss. In a series of jaw-dropping, illuminating and sometimes heart-breaking essays, Elsewhere is a book that celebrates the life well-travelled in all its messy and wondrous glory.
Everyone knows sudoku is enjoyable--but these addictive puzzles come in endless variations too! They range from simple to very difficult, and can take almost no time to finish...or require many hours. This entertaining collection showcases a wide range of possibilities, offering solvers who have become accustomed to the standard rules and grids an exciting new challenge. Select from Mega Sudokus that provide a real workout; Diagonals or Odd and Even versions with extra constraints; Sum Sudokus that merge with kakuro; and Multisudoku with overlapping puzzles. There's something for every level--12 x 12 puzzles, ones with irregularly shaped areas, even Mini Sudoku--and lots of fun for everyone.
"Neither an academic tome nor a prescriptive 'how to' guide, The Theory and Practice of Online Learning is an illuminating collection of essays by practitioners and scholars active in the complex field of distance education. Distance education has evolved significantly in its 150 years of existence. For most of this time, it was an individual pursuit defined by infrequent postal communication. But recently, three more developmental generations have emerged, supported by television and radio, teleconferencing, and computer conferencing. The early 21st century has produced a fifth generation, based on autonomous agents and intelligent, database-assisted learning, that has been referred to as Web 2.0. The second edition of "The Theory and Practice of Online Learning" features updates in each chapter, plus four new chapters on current distance education issues such as connectivism and social software innovations."--BOOK JACKET.
The Sourcebook for Teaching Science is a unique, comprehensive resource designed to give middle and high school science teachers a wealth of information that will enhance any science curriculum. Filled with innovative tools, dynamic activities, and practical lesson plans that are grounded in theory, research, and national standards, the book offers both new and experienced science teachers powerful strategies and original ideas that will enhance the teaching of physics, chemistry, biology, and the earth and space sciences.
Do you want to have great ideas? Do you want to break out of the rut of conventional thinking? Would you like to be a genius? Would presenting brilliant ideas help in your job, career and social life? How to be a Brilliant Thinker will help you to achieve all these ideals, by helping you to think in powerful new ways. It shows you how to harness techniques in lateral thinking, analytical thinking, problem analysis, idea generation and other areas so that you become much more creative. You will be able to conceive, evaluate and implement great ideas as well as improve your memory, sell your ideas and win arguments. It is packed with practical methods that you can put to immediate use, backed up by exercises, puzzles, quizzes, graphics and illustrations.
In the summer of 1964, twenty-one-year-old Gillies Macbain arrives in Dublin off the ferry from England with only his bicycle, a suitcase and a tent to his name. Young, handsome and charismatic, he begins work as a footman in one of the houses of the dying aristocracy. Thus begins his foray into the upper echelons of Irish society. The Last Footman is an intriguing narrative which describes a fading part of Irish society that Macbain subverts with wry humour. Macbain finds himself in a precarious niche: the borderland between upstairs and downstairs, and later on the borderland proper between Northern Ireland and the south. Here, he rubs shoulders with a cast of characters from the bohemian socialites to the chancer Sketchly and the hippies with their dewy-eyed morals. Among these is an encounter with Mick Jagger and Marianne Faithfull that epitomises Macbain's straddling of glamourous and workaday lifestyles. Macbain's memoirs run the gamut of Irish social classes, from his friendship with County Monaghan small farmers and tenants, to working with a dubious cast of actors and producers on a film set at Castle Leslie, to eventually marrying into the circle of the 'idle rich'. An irresistible story told by a charming storyteller, this memoir sheds light on an era of Irish domestic industry, and Irish social history, that has all but been forgotten.
This book addresses stochastic optimization procedures in a broad manner. The first part offers an overview of relevant optimization philosophies; the second deals with benchmark problems in depth, by applying a selection of optimization procedures. Written primarily with scientists and students from the physical and engineering sciences in mind, this book addresses a larger community of all who wish to learn about stochastic optimization techniques and how to use them.
Welcome to a book written to challenge you, improve your brainstorming abilities, and sharpen your game design skills! Challenges for Game Designers: Non-Digital Exercises for Video Game Designers is filled with enjoyable, interesting, and challenging exercises to help you become a better video game designer, whether you are a professional or aspire to be. Each chapter covers a different topic important to game designers, and was taken from actual industry experience. After a brief overview of the topic, there are five challenges that each take less than two hours and allow you to apply the material, explore the topic, and expand your knowledge in that area. Each chapter also includes 10 "non-digital shorts" to further hone your skills. None of the challenges in the book require any programming or a computer, but many of the topics feature challenges that can be made into fully functioning games. The book is useful for professional designers, aspiring designers, and instructors who teach game design courses, and the challenges are great for both practice and homework assignments. The book can be worked through chapter by chapter, or you can skip around and do only the challenges that interest you. As with anything else, making great games takes practice and Challenges for Game Designers provides you with a collection of fun, thought-provoking, and of course, challenging activities that will help you hone vital skills and become the best game designer you can be.