Minecraft English Ages 10-11

Minecraft English Ages 10-11

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  • Author: Collins KS2
  • Publisher: Collins
  • ISBN: 9780008462857
  • Category : Education
  • Languages : en
  • Pages : 0

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.


Minecraft English Ages 8-9

Minecraft English Ages 8-9

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  • Author: Collins KS2
  • Publisher: Collins
  • ISBN: 9780008462833
  • Category : Education
  • Languages : en
  • Pages : 0

The only official Minecraft English book for children aged 8-9! Children embark on a Minecraft adventure in each English topic, using their skills and knowledge to complete the tasks and earn rewards.


Minecraft Maths Ages 10-11

Minecraft Maths Ages 10-11

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  • Author: Collins KS2
  • Publisher: Collins
  • ISBN: 9780008462796
  • Category : Education
  • Languages : en
  • Pages : 0

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.


Minecraft English Ages 6-7

Minecraft English Ages 6-7

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  • Author: Collins KS1
  • Publisher: Minecraft Education
  • ISBN: 9780008462819
  • Category :
  • Languages : en
  • Pages : 64

The only official Minecraft English book for children aged 6-7! 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

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  • Author: TIM LC UMM
  • Publisher: UMMPress
  • ISBN: 9797962059
  • Category : Antiques & Collectibles
  • Languages : en
  • Pages : 458

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


Minecraft English Ages 9-10

Minecraft English Ages 9-10

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  • Author: Collins KS2
  • Publisher: Collins
  • ISBN: 9780008462840
  • Category : Education
  • Languages : en
  • Pages : 0

The only official Minecraft English book for children aged 9-10! Children embark on a Minecraft adventure in each English topic, using their skills and knowledge to complete the tasks and earn rewards.


Research Anthology on Developments in Gamification and Game-Based Learning

Research Anthology on Developments in Gamification and Game-Based Learning

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  • Author: Management Association, Information Resources
  • Publisher: IGI Global
  • ISBN: 1668437112
  • Category : Education
  • Languages : en
  • Pages : 1971

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

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  • Author: Delgado-Algarra, Emilio José
  • Publisher: IGI Global
  • ISBN: 1799828840
  • Category : Computers
  • Languages : en
  • Pages : 295

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.


Architecture in the Age of Mediatizing Technologies

Architecture in the Age of Mediatizing Technologies

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  • Author: Sang Lee
  • Publisher: Taylor & Francis
  • ISBN: 1040135366
  • Category : Architecture
  • Languages : en
  • Pages : 317

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.


Exploring the Metaverse

Exploring the Metaverse

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  • Author: Kuldeep Singh
  • Publisher: BPB Publications
  • ISBN: 9355519303
  • Category : Computers
  • Languages : en
  • Pages : 405

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