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Finding Success the First Year
  • Language: en
  • Pages: 267

Finding Success the First Year

New teachers have it tough. They have a very difficult and complex job, and they must learn how to do it in front of a studio audience of unruly adolescents, anxious parents, and watchful administrators. To help new teachers navigate this daunting backdrop, Finding Success the First Year is here to act as a personal guide to the first year of teaching. This book was written by a new teacher navigating through his own first year, and it uses those experiences to serve as a foundation for a step-by-step guide on how to survive and thrive in that all important first year. With everything from answers to frequent new-teacher questions and warnings of common new teacher pitfalls to specific strategies and veteran tricks useful for clawing back precious hours of the day, Matthew Johnson gives clear tips and clear reasons for them in a straightforward, jargonless voice and a mixture of practicality and philosophy.

Behind the Castle Gate
  • Language: en
  • Pages: 233

Behind the Castle Gate

  • Type: Book
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  • Published: 2013-04-15
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  • Publisher: Routledge

In this engaging book Matthew Johnson looks 'behind the castle gate' to discover the truth about castles in England at the end of the Middle Ages. Traditional studies have seen castles as compromises between the needs of comfort and of defence, and as statements of wealth or power or both. By encouraging the reader to view castles in relation to their inhabitants, Matthew Johnson uncovers a whole new vantage point. He shows how castles functioned as stage-settings against which people played out roles of lord and servant, husband and wife, father and son. Building, rebuilding and living in a castle was as complex an experience as a piece of medieval art. Behind the Castle Gate brings castles and their inhabitants alive. Combining ground-breaking scholarship with fascinating narratives it will be read avidly by all with an interest in castles.

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom
  • Language: en
  • Pages: 339

The Ethics of Playing, Researching, and Teaching Games in the Writing Classroom

This book explores ethos and games while analyzing the ethical dimensions of playing, researching, and teaching games. Contributors, primarily from rhetoric and writing studies, connect instances of ethos and ethical practice with writing pedagogy, game studies, video games, gaming communities, gameworlds, and the gaming industry. The collection’s eighteen chapters investigate game-based writing classrooms, gamification, game design, player agency, and writing and gaming scholarship in order to illuminate how ethos is reputed, interpreted, and remembered in virtual gamespaces and in the gaming industry. Ethos is constructed, invented, and created in and for games, but inevitably spills out into other domains, affecting agency, ideology, and the cultures that surround game developers, players, and scholars.

Chemistry and the Environment
  • Language: en
  • Pages: 446

Chemistry and the Environment

This textbook presents the chemistry of the environment using the full strength of physical, inorganic and organic chemistry, in addition to the necessary mathematics and physics. It provides a broad yet thorough description of the environment and the environmental impact of human activity using scientific principles. It gives an accessible account while paying attention to the fundamental basis of the science, showing derivations of formulas and giving primary references and historical insight. The authors make consistent use of professionally accepted nomenclature (IUPAC and SI), allowing transparent access to the material by students and scientists from other fields. This textbook has been developed through many years of feedback from students and colleagues. It includes more than 400 online student exercises that have been class tested and refined. The book will be invaluable in environmental chemistry courses for advanced undergraduate and graduate students and professionals in chemistry and allied fields.

What Is a Game?
  • Language: en
  • Pages: 292

What Is a Game?

  • Type: Book
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  • Published: 2020-02-14
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  • Publisher: McFarland

What is a videogame? What makes a videogame "good"? If a game is supposed to be fun, can it be fun without a good story? If another is supposed to be an accurate simulation, does it still need to be entertaining? With the ever-expanding explosion of new videogames and new developments in the gaming world, questions about videogame criticism are becoming more complex. The differing definitions that players and critics use to decide what a game is and what makes a game successful, often lead to different ideas of how games succeed or fail. This collection of new essays puts on display the variety and ambiguity of videogames. Each essay is a work of game criticism that takes a different approach to defining the game and analyzing it. Through analysis and critical methods, these essays discuss whether a game is defined by its rules, its narrative, its technology, or by the activity of playing it, and the tensions between these definitions. With essays on Overwatch, Dark Souls 3, Far Cry 4, Farmville and more, this collection attempts to show the complex changes, challenges and advances to game criticism in the era of videogames.

Protest - Analysing Current Trends
  • Language: en
  • Pages: 304

Protest - Analysing Current Trends

  • Type: Book
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  • Published: 2016-03-22
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  • Publisher: Routledge

The politics of the twenty-first century is marked by dissent, tumult and calls for radical change, whether through food riots, anti-war protests, anti-government tirades, anti-blasphemy marches, anti-austerity demonstrations, anti-authoritarian movements and anti-capitalist occupations. Interestingly, contemporary political protests are borne of both the Right and Left and are staged in both the Global North and South. Globally, different instances of protest have drawn attention to the deep fissures which challenge the idea of globalisation as a force for peace. Given the diversity of these protests, it is necessary to examine the particular nature of grievances, the sort of change which i...

Archaeological Theory
  • Language: en
  • Pages: 328

Archaeological Theory

Archaeological Theory, 2nd Edition is the most current and comprehensive introduction to the field available. Thoroughly revised and updated, this engaging text offers students an ideal entry point to the major concepts and ongoing debates in archaeological research. New edition of a popular introductory text that explores the increasing diversity of approaches to archaeological theory Features more extended coverage of 'traditional' or culture-historical archaeology Examines theory across the English-speaking world and beyond Offers greatly expanded coverage of evolutionary theory, divided into sociocultural and Darwinist approaches Includes an expanded glossary, bibliography, and useful suggestions for further readings

›Assassin’s Creed‹ in the Classroom
  • Language: en
  • Pages: 266

›Assassin’s Creed‹ in the Classroom

The open world role-playing Assassin’s Creed video game series is one of the most successful series of all time, praised for its in-depth use of historical characters and events, compelling graphics, and addictive gameplay. Assassin’s Creed games offer up the possibility of exploring history, mythology, and heritage immersively, graphically, and imaginatively. This collection of essays by architects archaeologists and historiansexplores the learning opportunities of playing, modifying, and extending the games in the classroom, on location, in the architectural studio, and in a museum.

Gamification in the RhetComp Curriculum
  • Language: en
  • Pages: 334

Gamification in the RhetComp Curriculum

  • Type: Book
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  • Published: 2023-01-17
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  • Publisher: Vernon Press

Gamification is an up and coming popular trend in all levels and types of education, including public and private schools, higher education, the military, the private sector, and elsewhere. Gamification introduces aspects of game design like teamwork, competition, rewards and prizes, storytelling, and more into lesson plan units. In many cases, actual games, whether it be Scrabble, Hangman, Candy Crush, Dungeons & Dragons, and many others, are adapted into educational tools. This chapter collection will specifically look at the use of gamification techniques in Freshmen Writing courses and related Composition, Writing and Rhetoric classes. Each chapter will provide sample gamified lessons supported by relevant scholarship in both Gamification Theory and Writing Studies.

Matthew's Gospel from Scratch
  • Language: en
  • Pages: 138

Matthew's Gospel from Scratch

From Matthew's matter-of-fact genealogy demonstrating Jesus' status as a descendant of King David, through the soaring words of the Sermon on the Mount, to the lessons found in the Seven Parables of the Kingdom, Matthew's Gospel is rich and wonderfully relevant to contemporary Christians. Under the wise guidance of Donald Griggs and Earl Johnson, Matthew's Gospel is also easily accessible to those with little or no knowledge of the Bible.