Professor Hardcore's Learning Curve


Book Description

Professor Hardcore’s Learning Curve: Back to the Wild from 2025 (4 vols.) is more than an Appalachian Trail hiking story. It is about the subject’s whole life and why it took him sixty-three years to complete the trail. How does a naive, spoiled, nerdy, pretentious Lutheran minister’s son come to be Professor Hardcore? Worsening post-polio scoliosis (up to 110 degrees) and the manifold responsibilities of an English professor/outdoor educator married with two children are the physical challenges. But these are nothing compared to the slow learning curve of this escapist dreamer. For reasons to be revealed, his story has a meta-dystopian framing with three narrators, each with his own font color. His chief editor, Overton, is an android with learning capabilities. His AI learning curve mirrors the subject’s and addresses the threat of climate change, of nuclear holocaust, of reoccurring pandemics, of out-of-control artificial intelligence, and the value of wilderness. Volume 1 has three parts: I. Hornè ancestry and early childhood (up to 1950), II. Norristown (1950-1960), III. G’burg and Penn (1960-68). Part I introduces the ancestry overcharged Horne libido and the subject’s conflicts with his Philadelphia-born father and subsequent male authority figures. It also begins the theme of his love for Nature inspired by his mother who was raised in Gettysburg with is bucolic battlefield which he visited often. In Part II, leaving rural Sellersville, “Untrammeled wilderness” was not to be found in congested downtown Norristown where new parsonage was located. Polio at ten and it physical, psychological, and social consequences carry us through to Part III. Breaking loose from his father’s control, he begins to find himself in the College Choir, creative writing, and romance on the Choir tour to Europe. Right after the tour, marriage and parenthood provide focus for this callow young man who next must next jump multiple hurdles as student of English literature and Teaching Fellow at Penn in Philadelphia, his father’s home town. With a second child on the way, he leaves Philadelphia without his dissertation complete to take his first teaching job at University of Michigan-Flint, in Vehicle City, Michael Moore’s hometown.




Learning Curve


Book Description




The Learning Curve Deskbook


Book Description

Learning curves are now recognized throughout the business community as valuable aids to improving productivity in the workplace. This volume is a clear and concise handbook intended to provide both the technical and the non-technical reader with a basic understanding of the underlying theory of learning curves, as well as ready access to commonly used learning curve models, formulas, and tables. Since the book itself is meant to be a handy reference guide, it is organized to make needed information easily available. After a review of basic learning curve theory and a comparison of the most frequently used models, an extensive list of equations is accompanied by everyday examples that illustrate the correct application of learning curve theory as well as solutions to problems that may arise. Tables, graphs, and charts, easily located in the appendixes, can facilitate computations, and a bibliography lists articles, pamphlets, and books that describe learning curve theory and its various uses over the past fifty years. Learning curve analysis, simplified and presented here in a convenient manual, will enable accounting, financial, and purchasing specialists to improve not only employee proficiency forecasting, but also the efficiency of their own productivity.




Gamification-Based E-Learning Strategies for Computer Programming Education


Book Description

Computer technologies are forever evolving and it is vital that computer science educators find new methods of teaching programming in order to maintain the rapid changes occurring in the field. One of the ways to increase student engagement and retention is by integrating games into the curriculum. Gamification-Based E-Learning Strategies for Computer Programming Education evaluates the different approaches and issues faced in integrating games into computer education settings. Featuring emergent trends on the application of gaming to pedagogical strategies and technological tactics, as well as new methodologies and approaches being utilized in computer programming courses, this book is an essential reference source for practitioners, researchers, computer science teachers, and students pursuing computer science.




Insatiable


Book Description

A raw and engrossing memoir of a young mother's addiction to eating disorders and her struggle toward health-now in paperback. At twenty-four, Erica Rivera appeared to have it all: a B.A., two daughters, a successful husband, a house in the suburbs-and a great body. But under the surface, Erica was struggling with an addiction. She developed a self-destructive obsession with dieting, bingeing, purging, exercising, and, ultimately, anorexia. It wasn't until her very young daughters began to imitate her actions that she decided to get help-and to trace her disordered eating and body-image patterns across three generations of women in her family. Insatiable is the raw, candid, and ultimately uplifting story of one woman's plunge into the depths of addiction and her fragile fight to climb back out. Getting to the root of her own problems helped her show her own daughters where happiness truly lies: in loving oneself.




A Guide to the Learning Curve


Book Description

A guide to the National Archive's Learning Curve website (www.learningcurve.gov.uk).




Learning Curves


Book Description

Written by international contributors, Learning Curves: Theory, Models, and Applications first draws a learning map that shows where learning is involved within organizations, then examines how it can be sustained, perfected, and accelerated. The book reviews empirical findings in the literature in terms of different sources for learning and partial assessments of the steps that make up the actual learning process inside the learning curve. Traditionally, books on learning curves have focused either on cost accounting or production planning and control. In these books, the learning curve has been treated as a forecasting tool. This book synthesizes current research and presents a clear picture of organizational learning curves. It explores how organizations improve other measures of organizational performance including quality, inventory, and productivity, then looks inside the learning curve to determine the actual processes through which organizations learn.




Nursing Informatics and the Foundation of Knowledge


Book Description

Nursing Informatics and the Foundation of Knowledge, Fourth Edition teaches nursing students the history of healthcare informatics, current issues, basic informatics concepts, and health information management applications. This comprehensive text includes the building blocks of informatics through complicated topics such as data mining, bioinformatics, and system development.




Social Movements in Post-Communist Europe and Russia


Book Description

This volume provides a much needed update on the state of civil society in post-communist Europe and Russia more than two decades after the fall of the communist regimes. The chapters offer new perspectives on social movement strategies in post-communist Central-Eastern Europe and Russia. The chapters illustrate how social movements develop particular repertoires of action and contention, which are better suited for their specific local contexts in the post-communist setting. In Russia and Poland, the most popular and effective choices are using domestic and transnational legal opportunities, judicial activism and litigation that complement the traditional lobbying and mass mobilization. Human rights framing has become important in Hungary and the Czech Republic. The chapters analyse various types of rights-based activism that operate in otherwise prohibitive social and political environments, thereby raising highly contentious issues, such as animal rights, environment and sustainability, human rights, women’s rights, and gay rights activism. The contributions richly illustrate the often surprising and multiple ways in which transnational discourses and norm pressure are received, translated or resisted in the local contexts. Finally, the volume provides a novel reconceptualisation and offers new understandings of the relationships between the state and civil society in the post-communist context. This book is based on a special issue of East European Politics.




Handbook of Research on Pathways and Opportunities Into the Business of Esports


Book Description

Esports have attracted considerable attention over the past few years and become an industry that is projected to continue to increase rapidly. Intersecting with the esports industry are organizations and businesses that develop and support the esports game experience. Included is the entrepreneurial spirit of gamers, who are interested in creating their own career paths through capturing and posting gaming microassists on different public venues that are driven by advertising dollars, invitational competition monetary winnings, and other forms of marketing their expertise for financial gain. All these organizations and industries form satellites of career opportunities as well as opportunities for research and enhanced forward-leaning study. Such career opportunities can be explicitly addressed within the structure of university degree and micro-credential certificate programs, some of which have begun to offer esports-directed degrees, but most of which have not yet moved from esports clubs into a recognition of the business and industry monetization of esports. The Handbook of Research on Pathways and Opportunities Into the Business of Esports addresses the intersection of esports gaming and the business and industry of esports, rather than an exploration of the video games themselves. It is the supporting and intersecting industry driven by esports and the vast opportunities this brings that are the foci of this book. Covering topics including digital learning, esport marketing curriculum, and gaming culture, this text is essential for business professionals, industry analysts, entrepreneurs, managers, coaches, marketers, advertisers, brand managers, university and college administrators, faculty and researchers, students, professors, and academicians.