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Los videojuegos, juguetes y tecnologías a la vez, son fascinantes por partida doble. Aprender sobre videojuegos es aprender sobre el mundo actual y sobre nuestra reacción ante él. Esta es una invitación para aprender algo sobre ellos.
Els videojocs, joguines i tecnologies alhora, són fascinadors per partida doble. Aprendre sobre videojocs, és aprendre sobre el món actual i sobre la nostra reacció davant d'ells. Aquesta és una invitació per aprendre alguna cosa més sobre ells.
Si jugar es tan fundamental para el desarrollo físico, cognitivo y social, ¿por qué no tiene mayor presencia en las áreas curriculares? Los beneficios del juego y las prácticas que ilustran cómo llevarlo a cabo en los diferentes niveles educativos.
A close examination about what is considered the most important first-person video game ever made and its influence on how we play games today
The book deeply focuses on the epidemiology, diagnostics, therapy and molecular basis of canine and feline dementia or cognitive dysfunction syndrome. The aim is to provide a broad overview of the current knowledge on canine and feline dementia. Experiences of clinicians are appropriately linked with current scientific knowledge in a readily comprehensible form. In the first three chapters we describe the clinical pictures of canine and feline dementia, discuss the medical causes of the disease and its phenotypic variability. In the 4th chapter we introduce the dog as an appropriate animal model for human Alzheimer’s disease progression. Then we shed light on the neuropathological hallmarks of canine and feline dementia. For the first time we touch upon the modern diagnostic approaches based on the neuroproteomic technological progress. Last but not least, we address the current pharmacological and non-pharmacological approaches for therapy and risk and protective factors of feline and canine dementia. The book addresses clinicians, researchers, university teachers and graduate students in veterinary neurology and medicine.
Seventeen-year-old Miguel Angel spends every minute after school at the Packing Shed, working out with the Alisal Boxing Club. He dreams of becoming a champion so he can get his mother and five siblings out of their cramped one-bedroom apartment in one of Salinas' poorest barrios. But suddenly his life gets more complicated. The city is threatening to take the Packing Shed away from Coach, and without a place to train he won't be able to avoid the gangbangers in his neighborhood. His childhood friend, Beto, has succumbed to the wiles of easy money and expensive cars, and Miguel Angel wonders if he'll be able to resist his friend. Meanwhile, beautiful blonde Britney from Pebble Beach has ente...
Remember Me? is an award-winning guidebook for owners of dogs who are losing their mental faculties as they age, and the story of a dog and owner who retained their bond through this most difficult situation. If you have an aging dog, Remember Me? will give you the information you need to weather the difficult condition and give your dog the most fulfilling life possible. In Remember Me, you will learn: • About the symptoms of canine cognitive dysfunction, medications and other interventions that are showing promise in treating the condition; • How to adapt your home and habits to keep your dog safe; • The many products available to solve the problems of senior dogs; • How to make th...
New Technologies and Emerging Spaces of Care provides the latest practice-oriented qualitative research and innovative conceptual discussions of how health and health care systems are currently dealing with complex transformations and varied reforms. Exploring and analysing the social and cultural impact of new technologies, this book examines the societal relevance of new technologies of care and the manner in which technological innovations configure and reconfigure institutionalized spaces of care. It addresses issues of social control, accountability, surveillance and disciplining; diverging patterns of inclusion and exclusion; new relations and subjectivities of patients and care givers...
Computer and video games are leaving the PC and conquering the arena of everyday life in the form of mobile applications—the result is new types of cities and architecture. How do these games alter our perception of real and virtual space? What can the designers of physical and digital worlds learn from one another?