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Images of America: Historic Silver Spring celebrates the community's past, beginning with founder Francis Preston Blair's 1840 discovery of the mica-flecked spring and the 1873 arrival of the Baltimore & Ohio Railroad. Vintage photographs document the progressive growth of the "Main Streets," Georgia Avenue and Colesville Road, and the construction of the Silver Spring Armory and National Dry Cleaning Institute in 1927 and the Silver Theatre and Silver Spring Shopping Center in 1938. The volume culminates with modern pictures of downtown Silver Spring's 21st-century revitalization, which continues to preserve the past and secure the future of the area. In a pictorial journey through the community's Central Business District and bordering residential neighborhood, East Silver Spring, Historic Silver Spring honors the people and places that have come before.
The Advocate is a lesbian, gay, bisexual, transgender (LGBT) monthly newsmagazine. Established in 1967, it is the oldest continuing LGBT publication in the United States.
The digital age provides ample opportunities for enhanced learning experiences for students; however, it can also present challenges for educators who must adapt to and implement new technologies in the classroom. The Handbook of Research on Transforming Mathematics Teacher Education in the Digital Age is a critical reference source featuring the latest research on the development of educators’ knowledge for the integration of technologies to improve classroom instruction. Investigating emerging pedagogies for preservice and in-service teachers, this publication is ideal for professionals, researchers, and educational designers interested in the implementation of technology in the mathematics classroom.
Serious games provide a unique opportunity to fully engage students more than traditional teaching approaches. Understanding the best way to utilize these games and the concept of play in an educational setting is imperative for effectual learning in the 21st century. Gamification in Education: Breakthroughs in Research and Practice is an innovative reference source for the latest academic material on the different approaches and issues faced in integrating games within curriculums. Highlighting a range of topics, such as learning through play, virtual worlds, and educational computer games, this publication is ideally designed for educators, administrators, software designers, and stakeholders in all levels of education.
"This book presents research on the most recent technological developments in all fields of knowledge or disciplines of computer games development, including planning, design, development, marketing, business management, users and behavior"--Provided by publisher.
With advances in technologies and revolutions in patient, trainee, and public expectations, the global healthcare sector is increasingly turning to serious games to solve problems. Serious games are applications with serious purposes, developed using computer game technologies more often associated with entertainment. Serious Games for Healthcare: Applications and Implications will introduce the development and application of game technologies for health-related serious games. Further, it provides cutting-edge academic research and industry updates which will inform readers about the current and future advances in the area. Encapsulating the knowledge of commercial and noncommercial researchers, developers, and practitioners in a single volume will benefit not only the research and development community within this field, but could also serve public health interests by improving awareness and outcomes.
The NACTA Journal, Supplement 1 publishes the abstracts from the annual conference held each June. These abstracts represent oral and poster presentations given by faculty members and graduate students from colleges and universities in the United States, Puerto Rico, Canada and other countries.