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Fun pictograms and infographics about computer games make learning about math topics such as ratios, speed, distance, time, volume, percentages, and equations easy and fun. In this book, readers are presented with several computer game scenarios and must use their mathematical skills to solve equations to up their scores. Math puzzles and exercises help children build confidence in their math skills.
This book is a practical guide on how to create artwork for computer games - a burgeoning area in which thousands of artists are hired each year.
The pervasive use of games by students and their integration in formal education by a number of pioneer teachers creates a need for a different frame-of-mind to look at the learning experience offered by such innovative technology-enhanced learning experiences. Educational computer games are related to two disciplines, which are computer sciences (in particular, eLearning and related areas) and games development. A pattern-based design approach to overcome the problems and challenges of learning-games is proposed in this book. The aim is to awaken the learning-game community to approach learning-game design more structurally and to motivate them to communally create a theoretical and practical basis for learning-game design and game-based learning research. Furthermore, given the popularity of computer games and the educational and ethical problems they raise, we need a way of evaluating games. This book contributes to this task by articulating the epistemic, moral, and ethical aims of education and by applying these criteria to computer games.
Books about printing written for printers or would-be printers go back over 300 years. The earliest of them were almost exclusively concerned with books; this century, however, there has been more emphasis on other kinds of documents, and particularly their design. But no shift in document production has been more sudden than the one that has happened most recently. ConSequently, the last five years have witnessed a substantial movement away from books written for professionals to ones whose aim is to help would-be authors produce their own documents. The opportunities for authors to do this have been opened up by the advent of desktop publishing (a term coined as recently as 1984). As most exponents of desktop publishing have come to realise, the term is something of a misnomer because the provision of facilities that allow authors to produce their own material for publishing is not quite the same thing as publishÂ ing. Nevertheless, it has been useful in focussing attention on author-produced documents, and what might be described as the democratisation of document production. This book is different from others in the field. Its target audience is the busy scientist engaged in teaching or research who uses computers in the ordinary course of work. The world of scientific publishing is rapidly moving towards the day when journals will expect contributions from authors on disc, or even by direct transfer of data from the author's computer to the output device of an editor via telephone and satellite.
Merit didn't choose to become a vampire of Cadogan House, but she did choose to fight for her house and forge strong alliances with powerful people across Chicago and North America. She's had some wild adventures, but this might be her darkest road yet...A killer is stalking Chicago, and humans are his prey. The killer leaves magical souvenirs with his victims, and the CPD hasn't been able to stop him. When the mayor reluctantly asks the still-recovering Chuck Merit for help, he engages Cadogan House to find the killer.
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