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Choosing and Using Digital Games in the Classroom
  • Language: en
  • Pages: 411

Choosing and Using Digital Games in the Classroom

  • Type: Book
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  • Published: 2016-09-29
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  • Publisher: Springer

This book presents an in-depth overview of the uses of digital games in education, from K-12 up through post-secondary. Beginning with a look at the history of games in education and the context for digital games, this book guides readers through various methods of serious game implementation, including the Magic Bullet Model, which focuses on the player's point of view of the game experience. The book also includes methods of measuring the effects of games in education and guidance on creating digital game-based learning lesson plans.

String Theory and M-Theory
  • Language: en
  • Pages: 756

String Theory and M-Theory

String theory is one of the most exciting and challenging areas of modern theoretical physics. This book guides the reader from the basics of string theory to recent developments. It introduces the basics of perturbative string theory, world-sheet supersymmetry, space-time supersymmetry, conformal field theory and the heterotic string, before describing modern developments, including D-branes, string dualities and M-theory. It then covers string geometry and flux compactifications, applications to cosmology and particle physics, black holes in string theory and M-theory, and the microscopic origin of black-hole entropy. It concludes with Matrix theory, the AdS/CFT duality and its generalizations. This book is ideal for graduate students and researchers in modern string theory, and will make an excellent textbook for a one-year course on string theory. It contains over 120 exercises with solutions, and over 200 homework problems with solutions available on a password protected website for lecturers at www.cambridge.org/9780521860697.

String-Math 2015
  • Language: en
  • Pages: 297

String-Math 2015

This volume contains the proceedings of the conference String-Math 2015, which was held from December 31, 2015–January 4, 2016, at Tsinghua Sanya International Mathematics Forum in Sanya, China. Two of the main themes of this volume are frontier research on Calabi-Yau manifolds and mirror symmetry and the development of non-perturbative methods in supersymmetric gauge theories. The articles present state-of-the-art developments in these topics. String theory is a broad subject, which has profound connections with broad branches of modern mathematics. In the last decades, the prosperous interaction built upon the joint efforts from both mathematicians and physicists has given rise to marvelous deep results in supersymmetric gauge theory, topological string, M-theory and duality on the physics side, as well as in algebraic geometry, differential geometry, algebraic topology, representation theory and number theory on the mathematics side.

String Theory and M-theory
  • Language: en
  • Pages: 757

String Theory and M-theory

  • Type: Book
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  • Published: 2014-05-14
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  • Publisher: Unknown

This book guides the reader through string theory, one of the most exciting and challenging areas of modern theoretical physics. It is ideal for graduate students and researchers in modern string theory, and will make an excellent textbook. It contains exercises with solutions, and homework problems with solutions.

Goethe Yearbook 27
  • Language: en
  • Pages: 402

Goethe Yearbook 27

  • Categories: Art
  • Type: Book
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  • Published: 2020-06-15
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  • Publisher: Camden House

A new Forum section focuses on the impact of Digital Humanities on Goethe scholarship and on eighteenth-century German Studies, alongside articles on a diverse range of authors and topics.

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts
  • Language: en
  • Pages: 281

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts

  • Type: Book
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  • Published: 2016
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  • Publisher: Lulu.com

The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning. This volume, Bringing Games into Educational Contexts, delves into the challenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a series written and edited by members of the Learning, Education, and Games (LEG) special interest group of the IGDA (International Game Developers Association).

The Guide to Computer Simulations and Games
  • Language: en
  • Pages: 480

The Guide to Computer Simulations and Games

The first computer simulation book for anyone designing or building a game Answering the growing demand for a book catered for those who design, develop, or use simulations and games this book teaches you exactly what you need to know in order to understand the simulations you build or use all without having to earn another degree. Organized into three parts, this informative book first defines computer simulations and describes how they are different from live-action and paper-based simulations. The second section builds upon the previous, with coverage of the technical details of simulations, a detailed description of how models are built, and an explanation of how those models are transla...

Inquiry-Based Learning for Faculty and Institutional Development
  • Language: en
  • Pages: 300

Inquiry-Based Learning for Faculty and Institutional Development

This volume covers the many issues and concepts of how inquiry-based learning (IBL) can be applied to faculty and institutional development. This volume serves as a conceptual and practical resource and guide for educators and offers practical examples of IBL in action and diverse strategies for how to implement IBL in different contexts.

Technological Advances in Interactive Collaborative Learning
  • Language: en
  • Pages: 253

Technological Advances in Interactive Collaborative Learning

  • Type: Book
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  • Published: 2012-12-18
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  • Publisher: CRC Press

Exploring the latest developments in the technology and pedagogy of higher education, Technological Advances in Interactive Collaborative Learning presents information technology-oriented educational programs for the next generation of scientists and researchers. It highlights the importance of technology, pedagogy, and management in the higher education ecosystem. With a focus on technological innovations, the book explains how Web 2.0 technologies can enhance collaborative learning and how immersive learning environments and mobile technologies can improve the learning process. The text then describes novel pedagogical and methodological approaches that underpin the technological advances,...

Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions
  • Language: en
  • Pages: 430

Interdisciplinary Models and Tools for Serious Games: Emerging Concepts and Future Directions

  • Type: Book
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  • Published: 2010-03-31
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  • Publisher: IGI Global

"This book discusses the need for interdisciplinary awareness in the study of games and learning"--Provided by publisher.