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29 der besten, fiesesten und bizarrsten apokalyptischen Kurzgeschichten rund um den Weltuntergang – und um das bisherige Überleben. Folgt uns zu Klimakatastrophen, Sintfluten, Dürren und kontinentalen Veränderungen, zu Epidemien, freigesetzten Zombie-Viren und dem Krieg gegen Ameisen. Lasst euch von Killer-Weizen überwuchern, von gemeinen Pilzen verzehren oder von leckerer Zuckerwatte ersticken. Schließlich stirbt man nur manchmal – oder eben doch nicht? Wenn ihr auf Nummer Sicher gehen wollt, begegnet euch einfach selbst oder nutzt eine ferngesteuerte Selbstmordkabine. Aber Vorsicht! Manche Fernsteuerungen und PC-Programme haben Schwachstellen, virtuelle Spiele sind tückisch und die 0 ist sowieso böse. Auch vor Begegnungen mit höheren Wesen, Dämonen und Alien wird gewarnt. Lasst euch lieber göttlich Entrücken oder vom Handy verzücken. Geht fröhlich und gut gelaunt und rosa drauf oder findet heraus, dass ihr eine Lebensmittelallergie habt – gegen alles. Also trinkt eine Margarita, geht auf den Jahrmarkt, nehmt ein Sonnenbad und füttert Tauben bis ihr steril werdet. Es hilft sowieso alles nichts, Jeffrey ist immer der Täter.
Voices from the Classroom illustrates that teachers have a leading voice in the policies that impact their students and the profession of teaching. The aim is to provide a rich and broad view of the impact of inquiry in the classrooms, from primary to higher education, and to provide a window into the perspective of teachers. Voices from the Classroom allows us to advance this mission by identifying and then turning educators' ideas into action. The publication includes chapters on issues ranging from dyslexic students' geospatial abilities to teachers' differential behaviours related, student characteristics and the experiences of refugees with bullying in the educational space. All the contributions published in this book emerged from real classrooms: our teachers and researchers conducted their research by drawing on their experience as educators. We believe that these insights into everyday classrooms, and the issues affecting them, are crucial to making teaching and learning better. We hope they can help drive real, positive change for students and teachers.
This compendium introduces game theory and gamification to a number of different domains and describes their professional application in information systems. It explains how playful functions can be implemented in various contexts and highlights a range of concrete scenarios planned and developed for several large corporations. In its first part the book presents the fundamentals, concepts and theories of gamification. This is followed by separate application-oriented sections – each containing several cases – that focus on the use of gamification in customer management, innovation management, teaching and learning, mobile applications and as an element of virtual worlds. The book offers a valuable resource for readers looking for inspiration and guidance in finding a practical approach to gamification.
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This book constitutes the proceedings of the 12th International Conference on Design Science Research in Information Systems and Technology, DESRIST 2017, held in May/June 2017 in Karlsruhe, Germany. The 25 full and 11 short papers presented in this volume were carefully reviewed and selected from 66 full and 19 short papers. The contributions are organized in topical sections named: DSR in business process management; DSR in human computer interaction; DSR in data science and business analytics; DSR in service science; methodological contributions; domain-specific DSR applications; emerging themes and new ideas; and products and prototypes.
In 1999, the year when the Bologna declaration was signed, the foundation of the European Network of Teacher Education Policies (ENTEP) was proposed by the Portuguese Minister of Education to his Colleagues in the European Union Member States. 'Teacher Education - The Bologna Process and the Future of Teaching' reflects current challenges of Teacher Education in Europe based upon these 20 years of development. The Bologna process has become a crucial reference point for the modernization in higher education institutions. ENTEP, as European network of policy makers and researchers, has been working along these lines and has always sought to bring to fruition its vision for a European Higher E...
Computational Creativity, Concept Invention, and General Intelligence in their own right all are flourishing research disciplines producing surprising and captivating results that continuously influence and change our view on where the limits of intelligent machines lie, each day pushing the boundaries a bit further. By 2014, all three fields also have left their marks on everyday life – machine-composed music has been performed in concert halls, automated theorem provers are accepted tools in enterprises’ R&D departments, and cognitive architectures are being integrated in pilot assistance systems for next generation airplanes. Still, although the corresponding aims and goals are clearl...