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A history of of early research (pre 1975) by family doctors in family practice.
#1 International Bestseller: A frontline trauma surgeon tells his “riveting” true story of operating in the world’s most dangerous war zones (The Times). For more than twenty-five years, surgeon David Nott has volunteered in some of the world’s most perilous conflict zones. From Sarajevo under siege in 1993 to clandestine hospitals in rebel-held eastern Aleppo, he has carried out lifesaving operations in the most challenging conditions, and with none of the resources of a major metropolitan hospital. He is now widely acknowledged as the most experienced trauma surgeon in the world. War Doctor is his extraordinary story, encompassing his surgeries in nearly every major conflict zone s...
Leaders in the field of serious games share practical guidelines and lessons learned from researching and developing learning games.
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An Aid to the MRCP PACES Volume 3: Station 5 is a brand new, fully updated edition of the best-selling PACES revision guide to address the newest Station, covering Integrated Clinical Assessment, with content guided by the experiences of PACES candidates. The cases and scenarios have been written in accordance with the latest examining and marking schemes used for the exam providing an invaluable training and revision aid for all MRCP PACES candidates. In order to fully support candidates taking the exam, this trilogy of best-selling revision aids is now presented as: An Aid to the MRCP PACES Volume 1: Stations 1 and 3, Fourth Edition 9780470655092 An Aid to the MRCP PACES Volume 2: Stations 2 and 4, Fourth Edition 9780470655184 An Aid to the MRCP PACES Volume 3: Station 5, Fourth Edition 9781118348055
Are games the knowledge-producers of the future? Imagine if new knowledge and insights came not just from research centers, think tanks, and universities but also from games, of all things. Video games have been viewed as causing social problems, but what if they actually helped solve them? This question drives Karen Schrier’s Knowledge Games, which seeks to uncover the potentials and pitfalls of using games to make discoveries, solve real-world problems, and better understand our world. For example, so-called knowledge games—such as Foldit, a protein-folding puzzle game, SchoolLife, which crowdsources bullying interventions, and Reverse the Odds, in which mobile game players analyze bre...
“There are at least two kinds of games,” states James P. Carse as he begins this extraordinary book. “One could be called finite; the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing the play.” Finite games are the familiar contests of everyday life; they are played in order to be won, which is when they end. But infinite games are more mysterious. Their object is not winning, but ensuring the continuation of play. The rules may change, the boundaries may change, even the participants may change—as long as the game is never allowed to come to an end. What are infinite games? How do they affect the ways we play our fi...
Reproduction of the original.