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Laugh-Makers
  • Language: en
  • Pages: 175

Laugh-Makers

Stebbins begins with a history of stand-up comedy, giving vital background about the industry as it emerged and flourished in the United States and subsequently developed into a popular form of entertainment in Canada. He deals with the nature of comic performance in comedy rooms - cabarets designed specifically for stand-up comedy - and examines the career of the comic: how people become interested in comedy, how they progress as amateurs, how they survive on the road and how, sometimes, they become headliners and later writers for film and television. He also discusses the business of comedy: booking agents, comedy chains such as Yuk-Yuk's, room managers, and the comics themselves as entrepreneurs. As the first comprehensive study of a growing phenomenon, The Laugh-Makers will interest sociologists of humour and sociologists of occupations and will contribute to our understanding of Canadian popular culture.

Educational Gameplay and Simulation Environments: Case Studies and Lessons Learned
  • Language: en
  • Pages: 528

Educational Gameplay and Simulation Environments: Case Studies and Lessons Learned

  • Type: Book
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  • Published: 2010-01-31
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  • Publisher: IGI Global

"This book covers theoretical, social, and practical issues related to educational games and simulations, contributing to a more effective design and implementation of these activities in learning environments"--Provided by publisher.

Theoretical Principles of Distance Education
  • Language: en
  • Pages: 289

Theoretical Principles of Distance Education

  • Type: Book
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  • Published: 2005-08-15
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  • Publisher: Routledge

According to UNESCO statistics, 10 million of the world's 600 million students study at a distance. Theoretical Principles of Distance Education seeks to lay solid foundations for the education of these students and for the structures within which they study. As a more industrialised form of education provision, distance education is well adapted to the use of new communication technologies, and brings to education many of the strengths and dangers of post-industrialism. The central focus of the study of distance education is the placing of the student at home or at work and the justification of the abandonment in this form of education of interpersonal, face-to-face communication, previousl...

Distance Education: New Perspectives
  • Language: en
  • Pages: 369

Distance Education: New Perspectives

  • Type: Book
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  • Published: 2013-09-13
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  • Publisher: Routledge

Although distance education has developed rapidly over the past decade, writing on the subject is still scattered over a diverse range of often inaccessible sources. This book brings together a selection of the best writing on distance education in recent years, and is an essential reference for all who work in the field.

Gaming and Simulations: Concepts, Methodologies, Tools and Applications
  • Language: en
  • Pages: 2084

Gaming and Simulations: Concepts, Methodologies, Tools and Applications

  • Type: Book
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  • Published: 2010-11-30
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  • Publisher: IGI Global

"This book set unites fundamental research on the history, current directions, and implications of gaming at individual and organizational levels, exploring all facets of game design and application and describing how this emerging discipline informs and is informed by society and culture"--Provided by publisher.

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study
  • Language: en
  • Pages: 358

Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study

  • Type: Book
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  • Published: 2010-05-31
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  • Publisher: IGI Global

As part of an international dialogue between researchers in educational technology, this title investigates where games can motivate students to learn and improve their knowledge and skills.

Organizing and Learning Through Gaming and Simulation
  • Language: en
  • Pages: 432

Organizing and Learning Through Gaming and Simulation

45 edited articles, originally presented at the 38th edition of the International Simulation and Gaming Association conference 2007.

Mobile e-Health
  • Language: en
  • Pages: 298

Mobile e-Health

  • Type: Book
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  • Published: 2017-12-01
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  • Publisher: Springer

This multi-disciplinary collection of essays captures discussion, thinking and research surrounding the recent surge of interest in how technology can help us as we age. A wide range of topics are covered, from investigations in the use of technology to improve health and well-being, to examinations of digital gaming, mobile health apps and the quantified self in relation to an ageing population. From multi-disciplinary perspectives, this collection highlights the role of a more social approach to technology. As such, a variety of social research methods are used throughout the chapters. The benefits and issues with different approaches are highlighted both in terms of further research, but ...

Game-Based Learning Across the Lifespan
  • Language: en
  • Pages: 157

Game-Based Learning Across the Lifespan

  • Type: Book
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  • Published: 2016-10-22
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  • Publisher: Springer

The book provides a systemic view of the state-of-the- art of Digital Game Based Learning (DGBL) across the lifespan, from age-specific game design requirements to technological devices that could overcome child and older adult difficulties in the use of DGBL technologies. Other topics include cross-generational digital game-based learning, workplace gaming, exergaming, serious games to tackle societal challenges,and implications of DGBL across the lifespan for game designers. In addition to the state-of-the-art methodologies provided for age-specific gamedesign, development, implementation and assessment, a significant portion of the book focuses on case studies where DGBL have been designed and implemented in every age groups and in cross-generational situations.

Wicked Problems: How to Engineer a Better World
  • Language: en
  • Pages: 421

Wicked Problems: How to Engineer a Better World

An ode to systems engineers—whose invisible work undergirds our life—and an exploration of the wicked problems they tackle. Our world is filled with pernicious problems. How, for example, did novice pilots learn to fly without taking to the air and risking their lives? How should cities process mountains of waste without polluting the environment? Challenges that tangle personal, public, and planetary aspects—often occurring in health care, infrastructure, business, and policy—are known as wicked problems, and they are not going away anytime soon. In linked chapters focusing on key facets of systems engineering—efficiency, vagueness, vulnerability, safety, maintenance, and resilien...