CUET (PG)-Domain Geology Ebook -PDF


Book Description

SGN.The Ebook CUET (PG)-Domain Geology Covers Objective Questions Asked In Various Competitive Exams With Answers.







CUET (PG) Domain Pharmaceutical Sciences Ebook-PDF


Book Description

SGN.The Ebook CUET (PG) Domain Pharmaceutical Sciences Covers Questions Asked In Various Competitive Exams With Answers.




CUET (PG) Pharmaceutical Science PDF Common University Entrance Test (PG): Pharmaceutical Science Subject Domain Specific Knowledge Only eBook


Book Description

SGN.The CUET (PG) Pharmaceutical Science PDF Common University Entrance Test (PG): Pharmaceutical Science Subject Domain Specific Knowledge Only eBook Covers Objective Questions Asked In Various Competitive Exams With Answers.




CUET (PG) Civil Engineering PDF Common University Entrance Test (PG): Civil Engineering Subject Domain Specific Knowledge Only eBook


Book Description

SGN.The CUET (PG) Civil Engineering PDF Common University Entrance Test (PG): Civil Engineering Subject Domain Specific Knowledge Only eBook Covers Objective Questions Asked In Various Competitive Exams With Answers.




Concepts of Biology


Book Description

Black & white print. Concepts of Biology is designed for the typical introductory biology course for nonmajors, covering standard scope and sequence requirements. The text includes interesting applications and conveys the major themes of biology, with content that is meaningful and easy to understand. The book is designed to demonstrate biology concepts and to promote scientific literacy.




Out Of Control


Book Description

Out of Control chronicles the dawn of a new era in which the machines and systems that drive our economy are so complex and autonomous as to be indistinguishable from living things.




Sprint


Book Description

From inside Google Ventures, a unique five-day process for solving tough problems, proven at thousands of companies in mobile, e-commerce, healthcare, finance, and more. Entrepreneurs and leaders face big questions every day: What’s the most important place to focus your effort, and how do you start? What will your idea look like in real life? How many meetings and discussions does it take before you can be sure you have the right solution? Now there’s a surefire way to answer these important questions: the Design Sprint, created at Google by Jake Knapp. This method is like fast-forwarding into the future, so you can see how customers react before you invest all the time and expense of creating your new product, service, or campaign. In a Design Sprint, you take a small team, clear your schedules for a week, and rapidly progress from problem, to prototype, to tested solution using the step-by-step five-day process in this book. A practical guide to answering critical business questions, Sprint is a book for teams of any size, from small startups to Fortune 100s, from teachers to nonprofits. It can replace the old office defaults with a smarter, more respectful, and more effective way of solving problems that brings out the best contributions of everyone on the team—and helps you spend your time on work that really matters.




College Success


Book Description




What Video Games Have to Teach Us About Learning and Literacy. Second Edition


Book Description

Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.