You may have to Search all our reviewed books and magazines, click the sign up button below to create a free account.
Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.
Information design is an emerging area in technical communication, garnering increased attention in recent times as more information is presented through both old and new media. In this volume, editors Michael J. Albers and Beth Mazur bring together scholars and practitioners to explore the issues facing those in this exciting new field. Treating information as it applies to technical communication, with a special emphasis on computer-centric industries, this volume delves into the role of information design in assisting with concepts, such as usability, documenting procedures, and designing for users. Influential members in the technical communication field examine such issues as the applic...
Readers develop the Microsoft PowerPoint 2013 skills for academic and career success with this latest edition from the popular New Perspectives Series. Updated with all-new case-based tutorials, NEW PERSPECTIVES MICROSOFT POWERPOINT 2013, COMPREHENSIVE ENHANCED EDITION continues to apply MS PowerPoint 2013 skills to real situations that fully demonstrate the relevance of concepts. A proven learning approach emphasizes critical thinking, problem-solving, and in-depth coverage. A new Troubleshoot case problem enhances analytical skills, while a new tutorial on Managing Your Files helps readers navigate Windows 8. Readers discover success with MS PowerPoint 2013 as NEW PERSPECTIVES MICROSOFT POWERPOINT 2013 emphasizes the value and application of what they are learning. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.
The increased usage of computers and the Internet for accessing information, the drastic growth in end users, and the creation of more and more multimedia products has put a definite spin on the evaluation of information resources. The old question used to be: "What's the name of the provider that carries so-and-so?" The new question is: "Out of all the places I can access so-and-so, which one is the easiest to use?"
Taking as its point of departure the fundamental observation that games are both technical and symbolic, this collection investigates the multiple intersections between the study of computer games and the discipline of technical and professional writing. Divided into five parts, Computer Games and Technical Communication engages with questions related to workplace communities and gamic simulations; industry documentation; manuals, gameplay, and ethics; training, testing, and number crunching; and the work of games and gamifying work. In that computer games rely on a complex combination of written, verbal, visual, algorithmic, audio, and kinesthetic means to convey information, technical and professional writing scholars are uniquely poised to investigate the intersection between the technical and symbolic aspects of the computer game complex. The contributors to this volume bring to bear the analytic tools of the field to interpret the roles of communication, production, and consumption in this increasingly ubiquitous technical and symbolic medium.
This special issue on civic engagement and technical communication focuses on the ways educators can help students become actively engaged members of society, particularly a "rhetorical democracy." The first essay examines the concept of community as a locus for civic engagement and question some of the definitions of community seen embedded in current pedagogical practices. The next article seeks to shape understanding of practice. The tension of developing students' civic awareness and engagement is the topic of the third paper. The fourth article helps students gain skills and organization awareness and improves the perceived relevance of the work. The final two essays approach the issue ...
Part of the New Perspectives series, this text offers a case-based, problem-solving approach and innovative technology for meaningful learning of Microsoft PowerPoint 2003. Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.