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This book presents an in-depth overview of the uses of digital
games in education, from K-12 up through post-secondary. Beginning
with a look at the history of games in education and the context
for digital games, this book guides readers through various methods
of serious game implementation, including the Magic Bullet Model,
which focuses on the player's point of view of the game experience.
The book also includes methods of measuring the effects of games in
education and guidance on creating digital game-based learning
lesson plans.
String theory is one of the most exciting and challenging areas of
modern theoretical physics. This book guides the reader from the
basics of string theory to recent developments. It introduces the
basics of perturbative string theory, world-sheet supersymmetry,
space-time supersymmetry, conformal field theory and the heterotic
string, before describing modern developments, including D-branes,
string dualities and M-theory. It then covers string geometry and
flux compactifications, applications to cosmology and particle
physics, black holes in string theory and M-theory, and the
microscopic origin of black-hole entropy. It concludes with Matrix
theory, the AdS/CFT duality and its generalizations. This book is
ideal for graduate students and researchers in modern string
theory, and will make an excellent textbook for a one-year course
on string theory. It contains over 120 exercises with solutions,
and over 200 homework problems with solutions available on a
password protected website for lecturers at
www.cambridge.org/9780521860697.
Fur die individuelle und gesamtgesellschaftliche
Wissenskommunikation, d.h. den kommunikativ vermittelten Transfer
sprachlich gefassten Wissens, haben sich durch die allumfassende
Digitalisierung die Bedingungsgefuge in vielfacher Hinsicht
verandert. Neue technisch-mediale Rahmenbedingungen,
diversifizierte und flexibilisierte Textsorten und
Interaktionstypen sowie undurchsichtige Akteurs-Konstellationen
lassen eine ganze Reihe neuer wissenskommunikativer
Erscheinungsformen entstehen, die trotz ihrer grossen alltaglichen
Bedeutung erst in Ansatzen beschrieben sind. Der Sammelband
dokumentiert sprach- und transferwissenschaftliche Perspektiven auf
diesen multidisziplinar im Fokus stehenden Gegenstandsbereich.
This book presents an in-depth overview of the uses of digital
games in education, from K-12 up through post-secondary. Beginning
with a look at the history of games in education and the context
for digital games, this book guides readers through various methods
of serious game implementation, including the Magic Bullet Model,
which focuses on the player's point of view of the game experience.
The book also includes methods of measuring the effects of games in
education and guidance on creating digital game-based learning
lesson plans.
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