Author: Susannah Nix
Publisher: Pan Macmillan
ISBN: 103502604X
Category : Fiction
Languages : en
Pages : 359
Book Description
Mia has had her whole life mapped out since she was 18. She’s supposed to follow up her math PhD with a research position and become a professor, but her 20-year plan takes a surprise deviation when she’s forced to settle for a temporary teaching job at a small-town university in the middle of nowhere. It’s not easy adapting to rural life when you’re a city girl, but Mia tries to make the best of it. Things finally start to look up after a run-in with some terrifying local wildlife sends her careening into the arms of a sexy local farmer. Mia finds herself unexpectedly drawn to Josh’s gruff charms, especially after she learns what lies behind the thick walls he’s built around his heart. But while their connection grows, Mia can’t afford to stay. Not unless she’s willing to give up on her dream - or trade it in for a new one. A Stem Rom Com, book six in the Chemistry Lessons Series, originally published as Elementary Romantic Calculus. Each book in the series features a brand new couple with their own HEA and can be read in any order.
The Infatuation Calculation
Author: Susannah Nix
Publisher: Pan Macmillan
ISBN: 103502604X
Category : Fiction
Languages : en
Pages : 359
Book Description
Mia has had her whole life mapped out since she was 18. She’s supposed to follow up her math PhD with a research position and become a professor, but her 20-year plan takes a surprise deviation when she’s forced to settle for a temporary teaching job at a small-town university in the middle of nowhere. It’s not easy adapting to rural life when you’re a city girl, but Mia tries to make the best of it. Things finally start to look up after a run-in with some terrifying local wildlife sends her careening into the arms of a sexy local farmer. Mia finds herself unexpectedly drawn to Josh’s gruff charms, especially after she learns what lies behind the thick walls he’s built around his heart. But while their connection grows, Mia can’t afford to stay. Not unless she’s willing to give up on her dream - or trade it in for a new one. A Stem Rom Com, book six in the Chemistry Lessons Series, originally published as Elementary Romantic Calculus. Each book in the series features a brand new couple with their own HEA and can be read in any order.
Publisher: Pan Macmillan
ISBN: 103502604X
Category : Fiction
Languages : en
Pages : 359
Book Description
Mia has had her whole life mapped out since she was 18. She’s supposed to follow up her math PhD with a research position and become a professor, but her 20-year plan takes a surprise deviation when she’s forced to settle for a temporary teaching job at a small-town university in the middle of nowhere. It’s not easy adapting to rural life when you’re a city girl, but Mia tries to make the best of it. Things finally start to look up after a run-in with some terrifying local wildlife sends her careening into the arms of a sexy local farmer. Mia finds herself unexpectedly drawn to Josh’s gruff charms, especially after she learns what lies behind the thick walls he’s built around his heart. But while their connection grows, Mia can’t afford to stay. Not unless she’s willing to give up on her dream - or trade it in for a new one. A Stem Rom Com, book six in the Chemistry Lessons Series, originally published as Elementary Romantic Calculus. Each book in the series features a brand new couple with their own HEA and can be read in any order.
The Flickering Mind
Author: Todd Oppenheimer
Publisher: Random House Trade Paperbacks
ISBN: 0812968433
Category : Education
Languages : en
Pages : 523
Book Description
The Flickering Mind, by National Magazine Award winner Todd Oppenheimer, is a landmark account of the failure of technology to improve our schools and a call for renewed emphasis on what really works. American education faces an unusual moment of crisis. For decades, our schools have been beaten down by a series of curriculum fads, empty crusades for reform, and stingy funding. Now education and political leaders have offered their biggest and most expensive promise ever—the miracle of computers and the Internet—at a cost of approximately $70 billion just during the decade of the 1990s. Computer technology has become so prevalent that it is transforming nearly every corner of the academic world, from our efforts to close the gap between rich and poor, to our hopes for school reform, to our basic methods of developing the human imagination. Technology is also recasting the relationships that schools strike with the business community, changing public beliefs about the demands of tomorrow’s working world, and reframing the nation’s systems for researching, testing, and evaluating achievement. All this change has led to a culture of the flickering mind, and a generation teetering between two possible futures. In one, youngsters have a chance to become confident masters of the tools of their day, to better address the problems of tomorrow. Alternatively, they can become victims of commercial novelties and narrow measures of ability, underscored by misplaced faith in standardized testing. At this point, America’s students can’t even make a fair choice. They are an increasingly distracted lot. Their ability to reason, to listen, to feel empathy, is quite literally flickering. Computers and their attendant technologies did not cause all these problems, but they are quietly accelerating them. In this authoritative and impassioned account of the state of education in America, Todd Oppenheimer shows why it does not have to be this way. Oppenheimer visited dozens of schools nationwide—public and private, urban and rural—to present the compelling tales that frame this book. He consulted with experts, read volumes of studies, and came to strong and persuasive conclusions: that the essentials of learning have been gradually forgotten and that they matter much more than the novelties of technology. He argues that every time we computerize a science class or shut down a music program to pay for new hardware, we lose sight of what our priority should be: “enlightened basics.” Broad in scope and investigative in treatment, The Flickering Mind will not only contribute to a vital public conversation about what our schools can and should be—it will define the debate.
Publisher: Random House Trade Paperbacks
ISBN: 0812968433
Category : Education
Languages : en
Pages : 523
Book Description
The Flickering Mind, by National Magazine Award winner Todd Oppenheimer, is a landmark account of the failure of technology to improve our schools and a call for renewed emphasis on what really works. American education faces an unusual moment of crisis. For decades, our schools have been beaten down by a series of curriculum fads, empty crusades for reform, and stingy funding. Now education and political leaders have offered their biggest and most expensive promise ever—the miracle of computers and the Internet—at a cost of approximately $70 billion just during the decade of the 1990s. Computer technology has become so prevalent that it is transforming nearly every corner of the academic world, from our efforts to close the gap between rich and poor, to our hopes for school reform, to our basic methods of developing the human imagination. Technology is also recasting the relationships that schools strike with the business community, changing public beliefs about the demands of tomorrow’s working world, and reframing the nation’s systems for researching, testing, and evaluating achievement. All this change has led to a culture of the flickering mind, and a generation teetering between two possible futures. In one, youngsters have a chance to become confident masters of the tools of their day, to better address the problems of tomorrow. Alternatively, they can become victims of commercial novelties and narrow measures of ability, underscored by misplaced faith in standardized testing. At this point, America’s students can’t even make a fair choice. They are an increasingly distracted lot. Their ability to reason, to listen, to feel empathy, is quite literally flickering. Computers and their attendant technologies did not cause all these problems, but they are quietly accelerating them. In this authoritative and impassioned account of the state of education in America, Todd Oppenheimer shows why it does not have to be this way. Oppenheimer visited dozens of schools nationwide—public and private, urban and rural—to present the compelling tales that frame this book. He consulted with experts, read volumes of studies, and came to strong and persuasive conclusions: that the essentials of learning have been gradually forgotten and that they matter much more than the novelties of technology. He argues that every time we computerize a science class or shut down a music program to pay for new hardware, we lose sight of what our priority should be: “enlightened basics.” Broad in scope and investigative in treatment, The Flickering Mind will not only contribute to a vital public conversation about what our schools can and should be—it will define the debate.
Princeton Review AP Statistics Prep, 2023
Author: The Princeton Review
Publisher: Princeton Review
ISBN: 0593450892
Category : Study Aids
Languages : en
Pages : 465
Book Description
EVERYTHING YOU NEED TO SCORE A PERFECT 5. Ace the AP Statistics Exam with this comprehensive study guide, including 5 full-length practice tests with answer explanations, content reviews for all topics, strategies for every question type, and access to online extras. Techniques That Actually Work. • Tried-and-true strategies to help you avoid traps and beat the test • Tips for pacing yourself and guessing logically • Essential tactics to help you work smarter, not harder Everything You Need to Know to Help Achieve a High Score. • Fully aligned with the latest College Board standards for AP® Statistics • Comprehensive content review for all test topics • Engaging activities to help you critically assess your progress • Access to study plans, a handy list of formulas and tables, helpful pre-college advice, and more via your online Student Tools Practice Your Way to Excellence. • 5 full-length practice tests (2 in the book, 3 online) with detailed answer explanations • Practice drills at the end of every content review chapter • Step-by-step walk-throughs for how to set up box plots, dot plots, and other statistics graphics
Publisher: Princeton Review
ISBN: 0593450892
Category : Study Aids
Languages : en
Pages : 465
Book Description
EVERYTHING YOU NEED TO SCORE A PERFECT 5. Ace the AP Statistics Exam with this comprehensive study guide, including 5 full-length practice tests with answer explanations, content reviews for all topics, strategies for every question type, and access to online extras. Techniques That Actually Work. • Tried-and-true strategies to help you avoid traps and beat the test • Tips for pacing yourself and guessing logically • Essential tactics to help you work smarter, not harder Everything You Need to Know to Help Achieve a High Score. • Fully aligned with the latest College Board standards for AP® Statistics • Comprehensive content review for all test topics • Engaging activities to help you critically assess your progress • Access to study plans, a handy list of formulas and tables, helpful pre-college advice, and more via your online Student Tools Practice Your Way to Excellence. • 5 full-length practice tests (2 in the book, 3 online) with detailed answer explanations • Practice drills at the end of every content review chapter • Step-by-step walk-throughs for how to set up box plots, dot plots, and other statistics graphics
Princeton Review AP Statistics Prep 2022
Author: The Princeton Review
Publisher: Princeton Review
ISBN: 0525570748
Category : Education
Languages : en
Pages : 465
Book Description
"Ace the AP Statistics Exam with this comprehensive study guide, including 4 full-length practice tests with answer explanations, content reviews for all topics, strategies for every question type, and access to online extras. Techniques That Actually Work. Tried-and-true strategies to help you avoid traps and beat the test. Tips for pacing yourself and guessing logically. Essential tactics to help you work smarter, not harder Everything You Need to Know to Help Achieve a High Score. Comprehensive content review for all test topics. Updated to align with the latest College Board standards. Engaging activities to help you critically assess your progress. Access to study plans, a handy list of formulas and reference information, helpful pre-college advice, and more via your online Student Tools Practice Your Way to Excellence. 4 full-length practice tests (2 in the book, 2 online) with detailed answer explanations. Practice drills at the end of every content review chapter. Step-by-step walk-throughs for how to set up box plots, dot plots, and other statistics graphics"--Amazon.com.
Publisher: Princeton Review
ISBN: 0525570748
Category : Education
Languages : en
Pages : 465
Book Description
"Ace the AP Statistics Exam with this comprehensive study guide, including 4 full-length practice tests with answer explanations, content reviews for all topics, strategies for every question type, and access to online extras. Techniques That Actually Work. Tried-and-true strategies to help you avoid traps and beat the test. Tips for pacing yourself and guessing logically. Essential tactics to help you work smarter, not harder Everything You Need to Know to Help Achieve a High Score. Comprehensive content review for all test topics. Updated to align with the latest College Board standards. Engaging activities to help you critically assess your progress. Access to study plans, a handy list of formulas and reference information, helpful pre-college advice, and more via your online Student Tools Practice Your Way to Excellence. 4 full-length practice tests (2 in the book, 2 online) with detailed answer explanations. Practice drills at the end of every content review chapter. Step-by-step walk-throughs for how to set up box plots, dot plots, and other statistics graphics"--Amazon.com.
Qualitative Study: Video Games and Intelligence
Author: Aljoriz M. Dublin
Publisher: Aljoriz Dublin
ISBN:
Category :
Languages : en
Pages : 17
Book Description
This Paper has also been published by the University of the Visayas Center for Research and Development.
Publisher: Aljoriz Dublin
ISBN:
Category :
Languages : en
Pages : 17
Book Description
This Paper has also been published by the University of the Visayas Center for Research and Development.
Official Gazette of the United States Patent and Trademark Office
American Life and Video Games from Pong to Minecraft
Author: Kathryn Hulick
Publisher: Cavendish Square Publishing, LLC
ISBN: 150261975X
Category : Juvenile Nonfiction
Languages : en
Pages : 114
Book Description
Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of Americas favorite pastimes.
Publisher: Cavendish Square Publishing, LLC
ISBN: 150261975X
Category : Juvenile Nonfiction
Languages : en
Pages : 114
Book Description
Video games have taken America by storm. Readers will learn about the rise of gaming culture from the first games like Pong to the sensation of Minecraft. This book also examines some of the controversies and innovative technologies that have made gaming one of Americas favorite pastimes.
History of the Japanese Video Game Industry
Author: Yusuke Koyama
Publisher: Springer Nature
ISBN: 981991342X
Category : Business & Economics
Languages : en
Pages : 285
Book Description
This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets—for PCs, home consoles, arcades, cellular phones and smart phones—and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present. The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were "interactions". In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the "crash of 1983" in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was. Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017.
Publisher: Springer Nature
ISBN: 981991342X
Category : Business & Economics
Languages : en
Pages : 285
Book Description
This book is the first one to describe the entire history of the video game industry in Japan. The industry consists of multiple markets—for PCs, home consoles, arcades, cellular phones and smart phones—and it is very difficult to see the complete picture. The book deals comprehensively with the history of the Japanese game industry from the beginning of the non-computer age to the present. The video game industry in Japan was established in the arcade game market when Space Invaders was released by Taito in 1978. Game markets for both PCs and home consoles followed in the early 1980s. The platform that occupies a central market position started with the arcade and shifted, in order, to the home console, handheld consoles, and smart phones. In the video game industry in the twentieth century each platform had a clear identity, and the relationships among platforms were "interactions". In the twenty-first century, with the improvement of computer performance, the platform identity has disappeared, thus the relationship among platforms is highly competitive. Since the "crash of 1983" in the United States, the Japanese game industry has one of the largest market shares in the world and has developed without being influenced by other countries. It reached its peak in the late 1990s, and then its relative position declined due to the growth of foreign markets and the failure of emerging markets such as online PC games. Even today, Japan's gaming industry holds a dominant position in the world, but it is not the superpower it once was. Since the beginning of the twenty-first century, game research has become active worldwide. Among game researchers, there is a large demand for research on games in Japan, but there is still little dissemination of research in English. The original version of this book published in Japan is highly regarded and received an award for excellence from the Society of Socio-Informatics in 2017.
Grand Theft Childhood
Author: Lawrence Kutner
Publisher: Simon and Schuster
ISBN: 1416564691
Category : Family & Relationships
Languages : en
Pages : 275
Book Description
Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
Publisher: Simon and Schuster
ISBN: 1416564691
Category : Family & Relationships
Languages : en
Pages : 275
Book Description
Listening to pundits and politicians, you'd think that the relationship between violent video games and aggressive behavior in children is clear. Children who play violent video games are more likely to be socially isolated and have poor interpersonal skills. Violent games can trigger real-world violence. The best way to protect our kids is to keep them away from games such as Grand Theft Auto that are rated M for Mature. Right? Wrong. In fact, many parents are worried about the wrong things! In 2004, Lawrence Kutner, PhD, and Cheryl K. Olson, ScD, cofounders and directors of the Harvard Medical School Center for Mental Health and Media, began a $1.5 million federally funded study on the effects of video games. In contrast to previous research, their study focused on real children and families in real situations. What they found surprised, encouraged and sometimes disturbed them: their findings conform to the views of neither the alarmists nor the video game industry boosters. In Grand Theft Childhood: The Surprising Truth about Violent Video Games and What Parents Can Do, Kutner and Olson untangle the web of politics, marketing, advocacy and flawed or misconstrued studies that until now have shaped parents' concerns. Instead of offering a one-size-fits-all prescription, Grand Theft Childhood gives the information you need to decide how you want to handle this sensitive issue in your own family. You'll learn when -- and what kinds of -- video games can be harmful, when they can serve as important social or learning tools and how to create and enforce game-playing rules in your household. You'll find out what's really in the games your children play and when to worry about your children playing with strangers on the Internet. You'll understand how games are rated, how to make best use of ratings and the potentially important information that ratings don't provide. Grand Theft Childhood takes video games out of the political and media arenas, and puts parents back in control. It should be required reading for all families who use game consoles or computers. Almost all children today play video or computer games. Half of twelve-year-olds regularly play violent, Mature-rated games. And parents are worried... "I don't know if it's an addiction, but my son is just glued to it. It's the same with my daughter with her computer...and I can't be watching both of them all the time, to see if they're talking to strangers or if someone is getting killed in the other room on the PlayStation. It's just nerve-racking!" "I'm concerned that this game playing is just the kid and the TV screen...how is this going to affect his social skills?" "I'm not concerned about the violence; I'm concerned about the way they portray the violence. It's not accidental; it's intentional. They're just out to kill people in some of these games." What should we as parents, teachers and public policy makers be concerned about? The real risks are subtle and aren't just about gore or sex. Video games don't affect all children in the same way; some children are at significantly greater risk. (You may be surprised to learn which ones!) Grand Theft Childhood gives parents practical, research-based advice on ways to limit many of those risks. It also shows how video games -- even violent games -- can benefit children and families in unexpected ways. In this groundbreaking and timely book, Drs. Lawrence Kutner and Cheryl Olson cut through the myths and hysteria, and reveal the surprising truth about kids and violent games.
A Brief History Of Video Games
Author: Rich Stanton
Publisher: Robinson
ISBN: 1472118812
Category : Business & Economics
Languages : en
Pages : 397
Book Description
'Stanton writes with terrific verve and precision . . . his understanding of the seductive pleasures of gaming takes us right to its heart.' Maria Bustillos, Times Literary Supplement 'The best overview book of the industry that I've read.' Andrew Liptak, io9 From the first wood-panelled Pong machines in California to the masterpieces of engineering that now sit in countless homes all over the world, A Brief History of Video Games reveals the vibrant history and culture of interactive entertainment. Above all, this is a book about the games - how the experience of playing has developed from simple, repetitive beginnings into a cornucopia of genres and styles, at once utterly immersive and socially engaging. With full-colour illustrations throughout, it shows how technological advances have transformed the first dots and dashes of bored engineers into sophisticated, responsive worlds that are endlessly captivating. As thrilling and surprising as the games it describes, this is an indispensable read for anyone serious about the business of having fun.
Publisher: Robinson
ISBN: 1472118812
Category : Business & Economics
Languages : en
Pages : 397
Book Description
'Stanton writes with terrific verve and precision . . . his understanding of the seductive pleasures of gaming takes us right to its heart.' Maria Bustillos, Times Literary Supplement 'The best overview book of the industry that I've read.' Andrew Liptak, io9 From the first wood-panelled Pong machines in California to the masterpieces of engineering that now sit in countless homes all over the world, A Brief History of Video Games reveals the vibrant history and culture of interactive entertainment. Above all, this is a book about the games - how the experience of playing has developed from simple, repetitive beginnings into a cornucopia of genres and styles, at once utterly immersive and socially engaging. With full-colour illustrations throughout, it shows how technological advances have transformed the first dots and dashes of bored engineers into sophisticated, responsive worlds that are endlessly captivating. As thrilling and surprising as the games it describes, this is an indispensable read for anyone serious about the business of having fun.