| |
|
|
|
|
|
|
|
|
1. |
Record Nr. |
UNINA9910459344803321 |
|
|
Autore |
Stevens David |
|
|
Titolo |
Cross-curricular teaching and learning in the secondary school : English : the centrality of language in learning / / David Stevens |
|
|
|
|
|
|
|
Pubbl/distr/stampa |
|
|
New York : , : Routledge, , 2011 |
|
|
|
|
|
|
|
ISBN |
|
1-136-89806-9 |
1-136-89807-7 |
1-282-93001-X |
9786612930010 |
0-203-84134-4 |
|
|
|
|
|
|
|
|
Edizione |
[1st ed.] |
|
|
|
|
|
Descrizione fisica |
|
1 online resource (169 p.) |
|
|
|
|
|
|
Collana |
|
Cross-curricular teaching and learning in- Cross-curricular teaching and learning in the secondary school-- English |
|
|
|
|
|
|
|
|
Disciplina |
|
|
|
|
|
|
Soggetti |
|
Education, Secondary |
Interdisciplinary approach in education |
Multicultural education |
Electronic books. |
|
|
|
|
|
|
|
|
Lingua di pubblicazione |
|
|
|
|
|
|
Formato |
Materiale a stampa |
|
|
|
|
|
Livello bibliografico |
Monografia |
|
|
|
|
|
Note generali |
|
Description based upon print version of record. |
|
|
|
|
|
|
Nota di bibliografia |
|
Includes bibliographical references and index. |
|
|
|
|
|
|
Nota di contenuto |
|
Book Cover; Title; Copyright; Contents; Acknowledgements; Abbreviations; Introduction; CHAPTER 1 The contexts for cross-curricular teaching and learning in English; CHAPTER 2 Language, principles and purposes for cross-curricular teaching and learning in English; CHAPTER 3 Intertextuality, generic interplay and ICT for cross-curricular teaching and learning in English; CHAPTER 4 Assessment and evaluation of cross-curricular teaching and learning in English; CHAPTER 5 Cross-curricular approaches: English and the humanities; CHAPTER 6 Cross-curricular approaches: English and the arts |
CHAPTER 7 Cross-curricular approaches: English and modern foreign languagesCHAPTER 8 Cross-curricular approaches: English, mathematics, the sciences, and physical education; CHAPTER 9 The future potential of cross-curricular teaching and learning in English: a sense of direction; Appendix: helpful websites; References; Index |
|
|
|
|
|
|
|
|
Sommario/riassunto |
|
What is the role of the individual school 'subject' and 'subject teacher' |
|
|
|
|
|
|
|
|
|
|
|
|
|
within school? Is it to teach a set of core subject knowledge, skills and understanding in a way that remains faithful to long-standing subject cultures and pedagogies? Or is there another way to consider how the curriculum and the notion of individual subjects and teachers' pedagogy could be constructed?Cross-Curricular Teaching and Learning in the Secondary School ... English brings together ongoing debates about personalised learning, creativity and ICT in education to establish a clear theoretical |
|
|
|
|
|
|
2. |
Record Nr. |
UNINA9910785771003321 |
|
|
Titolo |
Sons of the fathers [[electronic resource] ] : the Virginia slavery debates of 1831-1832 / / edited by Erik S. Root |
|
|
|
|
|
|
|
Pubbl/distr/stampa |
|
|
Lanham, : Lexington Books, c2010 |
|
|
|
|
|
|
|
ISBN |
|
1-283-59931-7 |
9786613911766 |
0-7391-4173-2 |
|
|
|
|
|
|
|
|
Descrizione fisica |
|
1 online resource (360 p.) |
|
|
|
|
|
|
Altri autori (Persone) |
|
|
|
|
|
|
Disciplina |
|
|
|
|
|
|
Soggetti |
|
Slavery - Political aspects - Virginia - History - 19th century |
Slavery - Virginia - Justification |
Virginia Politics and government 1775-1865 Sources |
|
|
|
|
|
|
|
|
Lingua di pubblicazione |
|
|
|
|
|
|
Formato |
Materiale a stampa |
|
|
|
|
|
Livello bibliografico |
Monografia |
|
|
|
|
|
Note generali |
|
Description based upon print version of record. |
|
|
|
|
|
|
Nota di bibliografia |
|
Includes bibliographical references. |
|
|
|
|
|
|
Nota di contenuto |
|
Cover; Title Page; Copyright Page; Dedication Page; Table of Contents; Preface; Acknowledgments; Chapter 1: Introduction: Something Must be Done; Chapter 2: First Day of Debate; Chapter 3: Second Day of Debate; Chapter 4: Third Day of Debate; Chapter 5: Fourth Day of Debate; Chapter 6: Fifth Day of Debate; Chapter 7: Sixth Day of Debate; Chapter 8: Seventh Day of Debate; Chapter 9: Eighth Day of Debate; Chapter 10: Ninth Day of Debate; Chapter 11: Tenth Day of Debate; Chapter 12: Eleventh Day of Debate; Chapter 13: Twelfth Day of Debate; Chapter 14: Thirteenth Day of Debate |
|
|
|
|
|
|
|
|
|
|
|
|
|
Appendix A: Legislative PetitionsAppendix B: Related Speeches and Other Documents; Bibliography; About the Author |
|
|
|
|
|
|
Sommario/riassunto |
|
Erik Root's book, Sons of the Fathers explores the Virginia Slavery Debate of 1831-1832, conducted in the House of Delegates. The speeches in this book provide, for the first time ever, an unedited version of that debate where many of the sons of America's Founders deliberated over the necessity of emancipating the slaves in Old Dominion. |
|
|
|
|
|
|
|
|
3. |
Record Nr. |
UNINA9910254824203321 |
|
|
Titolo |
Game Dynamics : Best Practices in Procedural and Dynamic Game Content Generation / / edited by Oliver Korn, Newton Lee |
|
|
|
|
|
|
|
Pubbl/distr/stampa |
|
|
Cham : , : Springer International Publishing : , : Imprint : Springer, , 2017 |
|
|
|
|
|
|
|
|
|
ISBN |
|
|
|
|
|
|
Edizione |
[1st ed. 2017.] |
|
|
|
|
|
Descrizione fisica |
|
1 online resource (X, 177 p. 92 illus., 77 illus. in color.) |
|
|
|
|
|
|
Disciplina |
|
|
|
|
|
|
|
|
Soggetti |
|
User interfaces (Computer systems) |
Computational intelligence |
Application software |
User Interfaces and Human Computer Interaction |
Computational Intelligence |
Computer Appl. in Arts and Humanities |
|
|
|
|
|
|
|
|
Lingua di pubblicazione |
|
|
|
|
|
|
Formato |
Materiale a stampa |
|
|
|
|
|
Livello bibliografico |
Monografia |
|
|
|
|
|
Nota di bibliografia |
|
Includes bibliographical references at the end of each chapters and index. |
|
|
|
|
|
|
|
|
Nota di contenuto |
|
Introduction -- A Very Short History of Dynamic and Procedural Content Generation -- Procedural Content Generation in the Game Industry -- Design, Dynamics, Experience (DDE): An Advancement of the MDA Framework for Game Design -- Procedural Synthesis of Gunshot Sounds based on Physically Motivated Models -- Dynamics |
|
|
|
|
|
|
|
|
|
|
|
Player Pairing: Quantifying the Effects of Competitive vs. Cooperative Attitudes -- FaceMaker: A Procedural Face Generator to Foster Character Design Research -- A Primer on Procedural Character Generation for Games and Real Time Applications -- Procedural Terrain Generation: A Case Study from the Game Industry -- Procedural Adventure Generation: The Quest of Meeting Shifting Design Goals with Flexible Algorithms. |
|
|
|
|
|
|
Sommario/riassunto |
|
This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player’s real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
4. |
Record Nr. |
UNINA9910254855903321 |
|
|
Autore |
Jackson Wallace |
|
|
Titolo |
Pro Java 9 Games Development [[electronic resource] ] : Leveraging the JavaFX APIs / / by Wallace Jackson |
|
|
|
|
|
|
|
Pubbl/distr/stampa |
|
|
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2017 |
|
|
|
|
|
|
|
ISBN |
|
|
|
|
|
|
Edizione |
[1st ed. 2017.] |
|
|
|
|
|
Descrizione fisica |
|
1 online resource (XXVIII, 633 p. 474 illus. in color.) |
|
|
|
|
|
|
Disciplina |
|
|
|
|
|
|
Soggetti |
|
Computer games—Programming |
Java (Computer program language) |
Game Development |
Java |
|
|
|
|
|
|
|
|
Lingua di pubblicazione |
|
|
|
|
|
|
Formato |
Materiale a stampa |
|
|
|
|
|
Livello bibliografico |
Monografia |
|
|
|
|
|
Note generali |
|
|
|
|
|
|
Nota di contenuto |
|
1: The Different Faces of Java: Create a Java 9 Development Workstation -- 2: An Introduction to Content Creation: 2D New Media Asset Fundamentals -- 3: Advanced 3D Content Rendering: 3D Asset Concepts and Principles -- 4: An Introduction to Game Design: Game Design Concepts, Genres, Engines and Techniques -- 5: A Java Primer: Introduction to Java Concepts and Principles -- 6: Setting Up Your Java 9 IDE: An Introduction to NetBeans 9 -- 7: Introduction to JavaFX 9: Overview of the JavaFX New Media Engine -- 8: JavaFX 9 Scene Graph Hierarchy: A Foundation for Java 9 Game Design -- 9: JavaFX 9 User Interface Design: The Front End for Java 9 Game Design -- 10: User Interface Design Interactivity: Event Handling and Imaging Effects -- 11: 3D Scene Configuration: Using the PerspectiveCamera and PointLight -- 12: 3D Model Design and Primitives: Using JavaFX 9 Shape3D Classes -- 13: 3D Model Shader Creation: Using the JavaFX 9 PhongMaterial Class -- 14: 3D Model Hierarchy Creation: Using Primitives to Create a Gameboard -- 15: 3D Game Play UI Creation: Using the Sphere Primitive to Create a UI Node -- 16: 3D Game Animation Creation: Using the Animation Transition Classes -- 17: i3D Game Square Selection: Using the PickResult Class with 3D Models -- 18: 3D GamePlay Design: Creating Your Game Content Using GIMP and Java -- 19: Game Content Engine: AI Logic with Random Content |
|
|
|
|
|
|
|
|
|
|
|
Selection Methods -- 20: Coding GamePlay: Setup Game Play Methods and Animated Camera View -- 21: Questions and Answers: Finishing the Setup Methods and Digital Audio -- 22: Scoring Engine: Creating the Score UI Layout and Scoring the Content -- 23: Completing the Game Play Code and Player Proofing Your Event Handling -- 24: Optimizing Game Assets and Code, and Game Profiling Using NetBeans. |
|
|
|
|
|
|
Sommario/riassunto |
|
Use Java 9 and JavaFX 9 to write 3D games for the latest consumer electronics devices. Written by open source gaming expert Wallace Jackson, this book uses Java 9 and NetBeans 9 to add leading-edge features, such as 3D, textures, animation, digital audio, and digital image compositing to your games. Along the way you’ll learn about game design, including game design concepts, genres, engines, and UI design techniques. To completely master Java 3D game creation, you will combine this knowledge with a number of JavaFX 9 topics, such as the scene graph hierarchy; 3D scene configuration; 3D model design and primitives; model shader creation; and 3D game animation creation. With these skills you will be able to take your 3D Java games to the next level. The final section of Pro Java 9 Games Development puts the final polish on your abilities. You’ll see how to add AI logic for random content selection methods; harness a professional scoring engine; and player-proof your event handling. After reading Pro Java 9 Games Development, you will come away with enough 3D expertise to design, develop, and build your own professional Java 9 games, using JavaFX 9 and the latest new media assets. You will: • Design and build professional 3D Java 9 games, using NetBeans 9, Java 9, and JavaFX 9 • Integrate new media assets, such as digital imagery and digital audio • Integrate the new JavaFX 9 multimedia engine API • Create an interactive 3D board game, modeled, textured, and animated using JavaFX • Optimize game assets for distribution, and learn how to use the Java 9 module system. |
|
|
|
|
|
|
|
| |