Minecraft Maths Ages 10-11

Minecraft Maths Ages 10-11 PDF Author: Collins KS2
Publisher: Collins
ISBN: 9780008462796
Category : Education
Languages : en
Pages : 0

Book Description
The only official Minecraft maths book for children aged 10-11! Children embark on a Minecraft adventure in each maths topic, using their maths skills and knowledge to complete the tasks and earn rewards.

The Accidental Minecraft Family

The Accidental Minecraft Family PDF Author: Pixel Ate
Publisher:
ISBN:
Category : Christmas stories
Languages : en
Pages : 135

Book Description
"Mom wouldn't be Mom, if she didn't make sure the kingdom village had a proper Christmas celebration. But what will the accidental minecraft family do when the whole night is thrown off by an unexpected visitor while the ninjas are on night patrol?"--Back cover.

Minecraft English Ages 10-11

Minecraft English Ages 10-11 PDF Author: Collins KS2
Publisher: Collins
ISBN: 9780008462857
Category : Education
Languages : en
Pages : 0

Book Description
The only official Minecraft English book for children aged 10-11! Children embark on a Minecraft adventure in each English topic, using their skills and knowledge to complete the tasks and earn rewards.

English for Mathematics

English for Mathematics PDF Author: TIM LC UMM
Publisher: UMMPress
ISBN: 9797962059
Category : Antiques & Collectibles
Languages : en
Pages : 458

Book Description
English for Mathematics is written to fulfill students’ needs to learn English as a preparatory for job communication. This book is designed to provide an opportunity to develop students’ English skills more communicatively and meaningfully. It consists of twenty eight units. Each unit presents reading, writing, and speaking section. Reading section consists of prereading, reading comprehension and vocabulary exercises related to the topic of the text. In writing section, some structures and sentence patterns are completed with guided writing exercises. Meanwhile, in speaking section, students are provided with models and examples followed by practical activities which are presented in various ways. In addition, students are also equipped with listening comprehension skill which is presented in a separate textbook. The materials have been arranged and graded in accordance with their language levels. Above of all, to improve the quality of this textbook, criticism and suggestions for better editions are highly appreciated

Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning PDF Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668437112
Category : Education
Languages : en
Pages : 1971

Book Description
Technology has increasingly become utilized in classroom settings in order to allow students to enhance their experiences and understanding. Among such technologies that are being implemented into course work are game-based learning programs. Introducing game-based learning into the classroom can help to improve students’ communication and teamwork skills and build more meaningful connections to the subject matter. While this growing field has numerous benefits for education at all levels, it is important to understand and acknowledge the current best practices of gamification and game-based learning and better learn how they are correctly implemented in all areas of education. The Research Anthology on Developments in Gamification and Game-Based Learning is a comprehensive reference source that considers all aspects of gamification and game-based learning in an educational context including the benefits, difficulties, opportunities, and future directions. Covering a wide range of topics including game concepts, mobile learning, educational games, and learning processes, it is an ideal resource for academicians, researchers, curricula developers, instructional designers, technologists, IT specialists, education professionals, administrators, software designers, students, and stakeholders in all levels of education.

ICTs and Innovation for Didactics of Social Sciences

ICTs and Innovation for Didactics of Social Sciences PDF Author: Delgado-Algarra, Emilio José
Publisher: IGI Global
ISBN: 1799828840
Category : Computers
Languages : en
Pages : 295

Book Description
The advancement of technology in today’s world has led to the progression of several professional fields. This includes the classroom, as teachers have begun using new technological strategies to increase student involvement and motivation. ICT innovation including virtual reality and blended learning methods has changed the scope of classroom environments across the globe; however, significant research is lacking in this area. ICTs and Innovation for Didactics of Social Sciences is a fundamental reference focused on didactics of social sciences and ICTs including issues related to innovation, resources, and strategies for teachers that can link to the transformation of social sciences teaching and learning as well as societal transformation. While highlighting topics such as blended learning, augmented reality, and virtual classrooms, this book is ideally designed for researchers, administrators, educators, practitioners, and students interested in understanding current relevant ICT resources and innovative strategies for the didactic of social sciences and didactic possibilities in relation to concrete conceptual contents, resolution of problems, planning, decision making, development of social skills, attention, and motivation promoting a necessary technological literacy.

Proceedings of the 17th European Conference on Game-Based Learning

Proceedings of the 17th European Conference on Game-Based Learning PDF Author: Ton Spil
Publisher: Academic Conferences and publishing limited
ISBN: 1914587898
Category : Education
Languages : en
Pages : 950

Book Description
These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.

Architecture in the Age of Mediatizing Technologies

Architecture in the Age of Mediatizing Technologies PDF Author: Sang Lee
Publisher: Taylor & Francis
ISBN: 1040135366
Category : Architecture
Languages : en
Pages : 317

Book Description
This book offers a novel perspective on contemporary architecture, exploring its position in mediatization, attained through technological apparatuses. It introduces the novel concepts of apparatus-centricity and mediatization of architecture, which have significant disciplinary and cultural ramifications. Highlighting key technological and theoretical developments, the book’s narrative traces the transformation of architecture from the modernist era to the present, digital age. En route, it reflects on how architecture becomes a crucial element of shifting dispositives through its confluence with technologies of aestheticization and virtualization, and by emblematizing ecological ideals. It also illuminates the reconfiguring of architectural practice through examining surprising interactions and analogies between architecture and music, whose developments in notation and codification continually change the relationship between composer and performer. The book explores how architecture is reshaped by broader theory and practice in media and ultimately serves as a cognitive agent. It underscores that architecture profoundly influences our phantasmagoric, image-driven affective world through its increasingly apparatus-centric approach to conception, design, production, and mediatization. Architecture in the Age of Mediatizing Technologies brings into focus the behavior of architecture in mediatization for researchers and advanced students in architectural design, theory, and history. As an investigation into the interdisciplinary impact of architecture in a mediatized culture at large, it also provides a valuable resource for cultural and media studies.

The Discourse of YouTube

The Discourse of YouTube PDF Author: Phil Benson
Publisher: Routledge
ISBN: 1317295110
Category : Language Arts & Disciplines
Languages : en
Pages : 186

Book Description
The Discourse of YouTube explores the cutting edge of contemporary multimodal discourse through an in-depth analysis of structures, processes and content in YouTube discourse. YouTube is often seen as no more than a place to watch videos, but this book argues that YouTube and YouTube pages can also be read and analysed as complex, multi-authored, multimodal texts, emerging dynamically from processes of textually-mediated social interaction. The objective of the book is to show how multimodal discourse analysis tools can help us to understand the structures and processes involved in the production of YouTube texts. Philip Benson develops a framework for the analysis of multimodality in the structure of YouTube pages and of the multimodal interactions from which their content emerges. A second, and equally important, objective is to show how the globalization of YouTube is central to much of its discourse. The book identifies translingual practice as a key element in the global discourse of YouTube and discusses its roles in the negotiation of identities and intercultural learning in videos and comments. Focusing on YouTube as a key example of new digital media, The Discourse of YouTube makes a substantial contribution to conversations about new ways of producing multimodal text in a digital world.

Exploring the Metaverse

Exploring the Metaverse PDF Author: Kuldeep Singh
Publisher: BPB Publications
ISBN: 9355519303
Category : Computers
Languages : en
Pages : 405

Book Description
Metaverse: A result of natural evolution of technology and human interactions KEY FEATURES ● Understand the metaverse evolutions, characteristics, myths vs reality. ● Explore the metaverse opportunities along with its adaption challenge. ● Understand our collective responsibilities in shaping up the metaverse. DESCRIPTION The metaverse has been a topic of conversation for a long time, but it still remains loosely defined. Some see it as a game in the virtual world, while others see it as a more connected version of the real world. It has also been touted as the next internet. However, it is important to separate hype from reality and identify the business opportunities while also covering the pitfalls of the metaverse. As technology and human interactions continue to evolve, it is important to learn how we can play our part responsibly in adapting to newer technology. This book is a comprehensive guide to the metaverse, providing readers with a deep understanding of its definition and origin. This book also aims to provide insights that distinguish between exaggerated expectations and genuine opportunities of metaverse to build a balanced and informed perspective on its promises. This book covers standards and practices to help navigate the challenges and opportunities of metaverse. It emphasizes the importance of collective responsibility of industry, academia, governing body, and other stakeholders involved in shaping the direction of the metaverse. Ultimately, this book aims to raise awareness and encourage the responsible and sustainable use of technology. WHAT YOU WILL LEARN ● Gain a comprehensive understanding of the metaverse evolution. ● Define metaverse and separate the myths from reality. ● Explore potential metaverse use cases in various business domains. ● Understand adoption challenges and concerns of the metaverse. ● Learn about tools, techniques, and considerations for metaverse development. ● Lay down the action plan to build responsible and sustainable metaverse. WHO THIS BOOK IS FOR This book is for the students, technology and business enthusiasts who want to understand the evolution of technologies and how it is shaping up the next internet; the metaverse. TABLE OF CONTENTS Part - 1: Introduction: Unveiling the Metaverse 1. Exploring the Metaverse Origin 2. Metaverse: Various Forms and Interpretations Part - 2: Metaverse: A Result of Technological Evolutions 3. Understanding XR: Metaverse Foundation 4. AI Empowering the Metaverse 5. IoT, Cloud, and Next-gen Networks 6. Decentralization and the Role of Blockchain Part - 3: Metaverse: An Opportunity to Extend the Beliefs 7. Gaming Redefined: The Metaverse Revolution 8. Connecting and Engaging in the Metaverse 9. Revolutionizing Fitness and Healthcare 10. Exploring the Metaverse Economy 11. Skilling and Reskilling in the Enterprise Metaverse Part - 4: Metaverse: The Concerning Part 12. Identity Preservation and Privacy Protection 13. Metaverse and Sustainability Part - 5: Shaping the Metaverse: Standards and Practices 14. Getting Started with Metaverse Development 15. Metaverse Practices, Standards, and Initiatives 16. Metaverse: A Way Forward
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