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The pervasive use of games by students and their integration in formal education by a number of pioneer teachers creates a need for a different frame-of-mind to look at the learning experience offered by such innovative technology-enhanced learning experiences. Educational computer games are related to two disciplines, which are computer sciences (in particular, eLearning and related areas) and games development. A pattern-based design approach to overcome the problems and challenges of learning-games is proposed in this book. The aim is to awaken the learning-game community to approach learning-game design more structurally and to motivate them to communally create a theoretical and practical basis for learning-game design and game-based learning research. Furthermore, given the popularity of computer games and the educational and ethical problems they raise, we need a way of evaluating games. This book contributes to this task by articulating the epistemic, moral, and ethical aims of education and by applying these criteria to computer games.
Fun pictograms and infographics about computer games make learning about math topics such as ratios, speed, distance, time, volume, percentages, and equations easy and fun. In this book, readers are presented with several computer game scenarios and must use their mathematical skills to solve equations to up their scores. Math puzzles and exercises help children build confidence in their math skills.
This book is a multidisciplinary study of the translation and localisation of video games. It offers a descriptive analysis of the industry - understood as a global phenomenon in entertainment - and aims to explain the norms governing present industry practices, as well as game localisation processes. Additionally, it discusses particular translation issues that are unique to the multichannel nature of video games, in which verbal and nonverbal signs must be cohesively combined with interactivity to achieve maximum playability and immerse players in the game's virtual world. Although positioned within the theoretical framework of descriptive translation studies, Bernal-Merinoincorporates research from audiovisual translation, software localisation, computer assisted translation, comparative literature, and video game production. Moving beyond this framework,Translation and Localisation in Video Games challenges some of the basic tenets of translation studies and proposes changes to established and unsatisfactory processes in the video game and language services industries.
A humorous little book that contains anecdotes and quotes of computer illiteracy. Rather than guiding the reader through steps on how to do something on the computer, this book takes a more sarcastic approach of telling them what not to do in order to avoid annoying the people around them, or more specifically, computer nerds like myself. If you were looking for an actual guide to using a computer, this isn't the book for you. Although, there are some small tips contained within the pages of this book. All in all, this book is meant to be a bit of fun, so please do not take it too seriously, or even take offence if you feel that the anecdotes and quotes are describing similar activities that you yourself have carried out.
This innovative new title aims to show owners of cats how a routine of simple but enriching brain games can make your pet a happier, healthier and more loving companion. It is a brilliantly conceived compendium off fun games, tricks and activities that you can enjoy with your cat or kitten that will keep him fit and stimulated from an early age.
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