Valorant: Math for Kids - ADDING NUMBERS

Valorant: Math for Kids - ADDING NUMBERS

Author: T. H. E. HIVE

Publisher:

Published: 2020-06-03

Total Pages: 56

ISBN-13:

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The Valorant Math Book Find our full line of educational resources at http://amazon.com/author/booksbyhive BOOK CHARACTERISTICS For ages 7 and up 8.5" x 11" color pages Workbook features: Adding numbers from 0 to 22 Practice adding numbers Clear examples, instructions and objectives help children master and retain new mathematical concepts Colorful, whimsical products help children concentrate and stay motivated Exercise book for children, math activity book for children, math exercise book for children, math for children, math for children, math exercise book for children, math for children, Kids workbook, kids activity math book, kids math workbook, math workbook, kids math, math for kids


Valorant Math For Kids - Adding Numbers

Valorant Math For Kids - Adding Numbers

Author: Jackie Bonsai

Publisher: Independently Published

Published: 2020-11-13

Total Pages: 58

ISBN-13:

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Valorant Math Addition Workbook Give your kid a head start with our latest kinder learning book that teaches the basics of math. Adding Problems Math Workbook for Kids is a great way for your little one to learn basic adding mathematical skills. We've put together a variety of number activities that are both fun and educational! We've got little ones ourselves and know how important (and difficult!) it is to keep their attention! Why You'll Love this Book Fun and essential kinder math activities. Cute and inspiring themes. Practically sized and high quality.


Range

Range

Author: David Epstein

Publisher: Penguin

Published: 2021-04-27

Total Pages: 369

ISBN-13: 0735214506

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The #1 New York Times bestseller that has all America talking—with a new afterword on expanding your range—as seen on CNN's Fareed Zakaria GPS, Morning Joe, CBS This Morning, and more. “The most important business—and parenting—book of the year.” —Forbes “Urgent and important. . . an essential read for bosses, parents, coaches, and anyone who cares about improving performance.” —Daniel H. Pink Shortlisted for the Financial Times/McKinsey Business Book of the Year Award Plenty of experts argue that anyone who wants to develop a skill, play an instrument, or lead their field should start early, focus intensely, and rack up as many hours of deliberate practice as possible. If you dabble or delay, you’ll never catch up to the people who got a head start. But a closer look at research on the world’s top performers, from professional athletes to Nobel laureates, shows that early specialization is the exception, not the rule. David Epstein examined the world’s most successful athletes, artists, musicians, inventors, forecasters and scientists. He discovered that in most fields—especially those that are complex and unpredictable—generalists, not specialists, are primed to excel. Generalists often find their path late, and they juggle many interests rather than focusing on one. They’re also more creative, more agile, and able to make connections their more specialized peers can’t see. Provocative, rigorous, and engrossing, Range makes a compelling case for actively cultivating inefficiency. Failing a test is the best way to learn. Frequent quitters end up with the most fulfilling careers. The most impactful inventors cross domains rather than deepening their knowledge in a single area. As experts silo themselves further while computers master more of the skills once reserved for highly focused humans, people who think broadly and embrace diverse experiences and perspectives will increasingly thrive.


The Art of Game Design

The Art of Game Design

Author: Jesse Schell

Publisher: CRC Press

Published: 2008-08-04

Total Pages: 522

ISBN-13: 0123694965

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Anyone can master the fundamentals of game design - no technological expertise is necessary. The Art of Game Design: A Book of Lenses shows that the same basic principles of psychology that work for board games, card games and athletic games also are the keys to making top-quality videogames. Good game design happens when you view your game from many different perspectives, or lenses. While touring through the unusual territory that is game design, this book gives the reader one hundred of these lenses - one hundred sets of insightful questions to ask yourself that will help make your game better. These lenses are gathered from fields as diverse as psychology, architecture, music, visual design, film, software engineering, theme park design, mathematics, writing, puzzle design, and anthropology. Anyone who reads this book will be inspired to become a better game designer - and will understand how to do it.


World Made by Hand

World Made by Hand

Author: James Howard Kunstler

Publisher:

Published: 2009

Total Pages: 317

ISBN-13: 9780802144010

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In the wake of a series of global catastrophes that have destroyed industrial civilization, the inhabitants of Union Grove, a small New York town, do anything they can to get by, as they struggle to deal with a new way of life over the course of an eventful summer, in a novel set several decades in the future. By the author of The Long Emergency. Reprint.


The Best of the Marshall Memo

The Best of the Marshall Memo

Author: Kim Marshall

Publisher:

Published: 2019-08

Total Pages: 388

ISBN-13: 9781948796835

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For years, Kim Marshall and Jenn David-Lang have been considered "designated readers," curating ideas and research for busy frontline educators. Kim's weekly Marshall Memo summarizes the best articles from more than sixty magazines and journals.


Manifesting Mr. Wonderful

Manifesting Mr. Wonderful

Author: Freya Eostre

Publisher: John Hunt Publishing

Published: 2010

Total Pages: 246

ISBN-13: 1846942691

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This book offers a fresh and inspiring approach to the challenges many women face in today's world of dating. While revealing the nature of the sacred dance between masculine and feminine energy, Freya Eostre explains how to apply the essential tools needed to become confident in choosing a potential partner.


What Can Be Computed?

What Can Be Computed?

Author: John MacCormick

Publisher: Princeton University Press

Published: 2018-05-01

Total Pages: 404

ISBN-13: 0691170665

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An accessible and rigorous textbook for introducing undergraduates to computer science theory What Can Be Computed? is a uniquely accessible yet rigorous introduction to the most profound ideas at the heart of computer science. Crafted specifically for undergraduates who are studying the subject for the first time, and requiring minimal prerequisites, the book focuses on the essential fundamentals of computer science theory and features a practical approach that uses real computer programs (Python and Java) and encourages active experimentation. It is also ideal for self-study and reference. The book covers the standard topics in the theory of computation, including Turing machines and finite automata, universal computation, nondeterminism, Turing and Karp reductions, undecidability, time-complexity classes such as P and NP, and NP-completeness, including the Cook-Levin Theorem. But the book also provides a broader view of computer science and its historical development, with discussions of Turing's original 1936 computing machines, the connections between undecidability and Gödel's incompleteness theorem, and Karp's famous set of twenty-one NP-complete problems. Throughout, the book recasts traditional computer science concepts by considering how computer programs are used to solve real problems. Standard theorems are stated and proven with full mathematical rigor, but motivation and understanding are enhanced by considering concrete implementations. The book's examples and other content allow readers to view demonstrations of—and to experiment with—a wide selection of the topics it covers. The result is an ideal text for an introduction to the theory of computation. An accessible and rigorous introduction to the essential fundamentals of computer science theory, written specifically for undergraduates taking introduction to the theory of computation Features a practical, interactive approach using real computer programs (Python in the text, with forthcoming Java alternatives online) to enhance motivation and understanding Gives equal emphasis to computability and complexity Includes special topics that demonstrate the profound nature of key ideas in the theory of computation Lecture slides and Python programs are available at whatcanbecomputed.com


Raspberry Pi Hacks

Raspberry Pi Hacks

Author: Ruth Suehle

Publisher: "O'Reilly Media, Inc."

Published: 2013-12-09

Total Pages: 385

ISBN-13: 1449362311

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With more than 60 practical and creative hacks, this book helps you turn Raspberry Pi into the centerpiece of some cool electronics projects. Want to create a controller for a camera or a robot? Set up Linux distributions for media centers or PBX phone systems? That’s just the beginning of what you’ll find inside Raspberry Pi Hacks. If you’re looking to build either a software or hardware project with more computing power than Arduino alone can provide, Raspberry Pi is just the ticket. And the hacks in this book will give you lots of great ideas. Use configuration hacks to get more out of your Pi Build your own web server or remote print server Take the Pi outdoors to monitor your garden or control holiday lights Connect with SETI or construct an awesome Halloween costume Hack the Pi’s Linux OS to support more complex projects Decode audio/video formats or make your own music player Achieve a low-weight payload for aerial photography Build a Pi computer cluster or a solar-powered lab


A Newborn Business

A Newborn Business

Author: Zoltan Andrejkovics

Publisher: Zoltan Andrejkovics

Published: 2018-10-05

Total Pages: 104

ISBN-13: 9781723831058

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Games covered Fortnite, League of Legends, Dota 2, FIFA, Overwatch, CS:GO, Clash Royale, Hearthstone and F1 series "How can I become a professional esports player?" "How can I make a living playing esports?" "What is the lifespan of an esports game?" "What are the most popular esports?" These are just some of the questions I have been asked over the last five years. With the boom of the esports industry, everyone wants to know how they can be part of it. In this book, I have answered those questions, and dozens more, based on my years of experience working in the professional esports scene as a team manager. In this book, you will find no topic was off limits. I talk about the past, present, and future of esports and different aspects of the professional gaming industry at large.