Animal Crossing New Horizons Official Activity Book (Nintendo®)


Book Description

Animal CrossingTM: New Horizons fans will love this all-new full-color Official Activity Book filled with puzzles, mazes, and over 500 stickers starring their favorite characters! Young gamers who love Nintendo's Animal Crossing: New Horizons can create the island of their dreams, design their own home, and meet lots of different animal residents with this super-interactive activity book. With awesome puzzles and mazes to complete and over 500 stickers, boys and girls ages 5 to 8 will find fun new ways to experience Animal Crossing: New Horizons with this Official Activity Book! For the past 15 years, Animal Crossing has gained a strong following among devoted fans with continued appeal for kids of all ages. The product line for Animal Crossing includes toys, accessories, and apparel. Animal Crossing: New Horizons has sold over 10 million copies since its debut in March 2020.




Animal Crossing Official Sticker Book (Nintendo)


Book Description

Make your mark as mayor, design your home, and style your characters in this Nintendo Animal Crossing full-color activity book--plus stickers! Something is always happening in the world of Animal Crossing! Build the perfect place to live, design your home, travel to see your friends, and get busy in your very own town in this full-color activity book. With tons of awesome activities and over 800 stickers, Animal Crossing fans will love their new life!




The Legend of Zelda Official Sticker Book (Nintendo)


Book Description

Venture with Link and Princess Zelda in this full-color activity book based on Nintendo's classic The Legend of Zelda games--plus stickers! Fans of The Legend of Zelda will love this full-color activity book featuring Link, Princess Zelda, and their adventures in Hyrule. With tons of activities and stickers, The Legend of Zelda Official Sticker Book adds a new adventure to the legend! Since their North American debut in 1987, The Legend of Zelda games have earned a well-deserved reputation have captured the hearts and imaginations of players. The art design and mood differs greatly from title to title, but they unite to tell the story of the protagonist, Link, as he battles against all obstacles to prevent evil from consuming the land.




Super Mario: Bring on the Bad Guys! (Nintendo)


Book Description

This brand-new full-color activity book with over 500 stickers stars Nintendo's classic team of Mario and Luigi, and their most fearsome foes! Super Mario fans will love this full-color activity book featuring Mario, Luigi, Princess Peach, and all their foes--Bowser, Koopalings, Wario, Waluigi, and more! It's filled with action-packed activities and over 500 stickers for gamers of all ages! Mario made his debut in the 1980s in arcades around the world and has since gone on to star in many adventures, evolving into the beloved icon he is today. He is a video-game sensation, appearing across all genres--from action platformers to sports, kart racing, and beyond.




Super Mario: The Big Coloring Book (Nintendo®)


Book Description

Super MarioTM: The Big Coloring Book features 50 stickers and a die-cut handle for fun on the go! Children ages 3 to 7 will love this oversized Nintendo Super MarioTM coloring book featuring Mario, Luigi, and all their friends and foes--plus more than 50 stickers and a die-cut handle for fun on the go! Mario made his debut in the 1980s in arcades around the world and has since gone on to star in many adventures, evolving into the beloved icon he is today. He is a video-game sensation, appearing across all genres--from action platformers to sports, kart racing, and beyond.




How We Know What Isn't So


Book Description

Thomas Gilovich offers a wise and readable guide to the fallacy of the obvious in everyday life. When can we trust what we believe—that "teams and players have winning streaks," that "flattery works," or that "the more people who agree, the more likely they are to be right"—and when are such beliefs suspect? Thomas Gilovich offers a guide to the fallacy of the obvious in everyday life. Illustrating his points with examples, and supporting them with the latest research findings, he documents the cognitive, social, and motivational processes that distort our thoughts, beliefs, judgments and decisions. In a rapidly changing world, the biases and stereotypes that help us process an overload of complex information inevitably distort what we would like to believe is reality. Awareness of our propensity to make these systematic errors, Gilovich argues, is the first step to more effective analysis and action.




Using Technology with Classroom Instruction That Works


Book Description

Technology is ubiquitous, and its potential to transform learning is immense. The first edition of Using Technology with Classroom Instruction That Works answered some vital questions about 21st century teaching and learning: What are the best ways to incorporate technology into the curriculum? What kinds of technology will best support particular learning tasks and objectives? How does a teacher ensure that technology use will enhance instruction rather than distract from it? This revised and updated second edition of that best-selling book provides fresh answers to these critical questions, taking into account the enormous technological advances that have occurred since the first edition was published, including the proliferation of social networks, mobile devices, and web-based multimedia tools. It also builds on the up-to-date research and instructional planning framework featured in the new edition of Classroom Instruction That Works, outlining the most appropriate technology applications and resources for all nine categories of effective instructional strategies: * Setting objectives and providing feedback * Reinforcing effort and providing recognition * Cooperative learning * Cues, questions, and advance organizers * Nonlinguistic representations * Summarizing and note taking * Assigning homework and providing practice * Identifying similarities and differences * Generating and testing hypotheses Each strategy-focused chapter features examples—across grade levels and subject areas, and drawn from real-life lesson plans and projects—of teachers integrating relevant technology in the classroom in ways that are engaging and inspiring to students. The authors also recommend dozens of word processing applications, spreadsheet generators, educational games, data collection tools, and online resources that can help make lessons more fun, more challenging, and—most of all—more effective.




Computer Games and the Social Imaginary


Book Description

Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.




Machine Medical Ethics


Book Description

The essays in this book, written by researchers from both humanities and science, describe various theoretical and experimental approaches to adding medical ethics to a machine, what design features are necessary in order to achieve this, philosophical and practical questions concerning justice, rights, decision-making and responsibility in medical contexts, and accurately modeling essential physician-machine-patient relationships. In medical settings, machines are in close proximity with human beings: with patients who are in vulnerable states of health, who have disabilities of various kinds, with the very young or very old and with medical professionals. Machines in these contexts are undertaking important medical tasks that require emotional sensitivity, knowledge of medical codes, human dignity and privacy. As machine technology advances, ethical concerns become more urgent: should medical machines be programmed to follow a code of medical ethics? What theory or theories should constrain medical machine conduct? What design features are required? Should machines share responsibility with humans for the ethical consequences of medical actions? How ought clinical relationships involving machines to be modeled? Is a capacity for empathy and emotion detection necessary? What about consciousness? This collection is the first book that addresses these 21st-century concerns.




Plugged in


Book Description

Cover -- Half-title -- Title -- Copyright -- Dedication -- Contents -- Preface -- 1 Youth and Media -- 2 Then and Now -- 3 Themes and Theoretical Perspectives -- 4 Infants, Toddlers, and Preschoolers -- 5 Children -- 6 Adolescents -- 7 Media and Violence -- 8 Media and Emotions -- 9 Advertising and Commercialism -- 10 Media and Sex -- 11 Media and Education -- 12 Digital Games -- 13 Social Media -- 14 Media and Parenting -- 15 The End -- Notes -- Acknowledgments -- Index -- A -- B -- C -- D -- E -- F -- G -- H -- I -- J -- K -- L -- M -- N -- O -- P -- Q -- R -- S -- T -- U -- V -- W -- X -- Y -- Z