Scholarship Biology AME Workbook


Book Description

"Covers all Level 3 (and Level 2) Biology Achievement Standards being assessed for Scholarship Biology. Features Scholarship level exam revision notes, examples and questions from 2013 with earlier years Scholarship exams adapted for use in 2014. Use to revise and practise exam questions for Scholarship Biology"--Publisher's website.




Level 3 Biology Study Guide


Book Description

Level 3 Biology Study Guide covers all seven NCEA Level 3 Biology Achievement Standards: the three externally assessed Standards 3.3, 3.5 and 3.6 the four internally assessed Standards 3.1, 3.2, 3.4 and 3.7. These Standards are based on The New Zealand Curriculum. With full explanations of concepts, numerous examples, appropriate questions and a full set of answers, this Study Guide provides comprehensive coverage of Biology at Level 3.




The Doctrines and Discipline of the African Methodist Episcopal Church


Book Description

Published in 1817, The Doctrines and Discipline of the African Methodist Episcopal Church was the first definitive guide to the history, beliefs, teachings, and practices of the African Methodist Episcopal Church. Beginning with a brief history, the book moves into a presentation of the "Articles of Religion," including the Trinity, the Word of God, Resurrection, the Holy Spirit, scripture, original sin and free will, justification, works, the church, purgatory, the sacraments, baptism, the Lord's Supper, marriage, church ceremonies, and government. Immediately following the articles is an extended four-part catechism that more fully explicates the meanings and implications of the doctrinal statements. A DOCSOUTH BOOK. This collaboration between UNC Press and the University of North Carolina at Chapel Hill Library brings classic works from the digital library of Documenting the American South back into print. DocSouth Books uses the latest digital technologies to make these works available in paperback and e-book formats. Each book contains a short summary and is otherwise unaltered from the original publication. DocSouth Books provide affordable and easily accessible editions to a new generation of scholars, students, and general readers.




English as a Global Language


Book Description

Written in a detailed and fascinating manner, this book is ideal for general readers interested in the English language.







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.




A Century of Innovation


Book Description

A compilation of 3M voices, memories, facts and experiences from the company's first 100 years.




Early African American Print Culture


Book Description

The eighteenth and nineteenth centuries saw both the consolidation of American print culture and the establishment of an African American literary tradition, yet the two are too rarely considered in tandem. In this landmark volume, a stellar group of established and emerging scholars ranges over periods, locations, and media to explore African Americans' diverse contributions to early American print culture, both on the page and off. The book's chapters consider domestic novels and gallows narratives, Francophone poetry and engravings of Liberia, transatlantic lyrics and San Francisco newspapers. Together, they consider how close attention to the archive can expand the study of African American literature well beyond matters of authorship to include issues of editing, illustration, circulation, and reading—and how this expansion can enrich and transform the study of print culture more generally.




Closing of the American Mind


Book Description

The brilliant, controversial, bestselling critique of American culture that “hits with the approximate force and effect of electroshock therapy” (The New York Times)—now featuring a new afterword by Andrew Ferguson in a twenty-fifth anniversary edition. In 1987, eminent political philosopher Allan Bloom published The Closing of the American Mind, an appraisal of contemporary America that “hits with the approximate force and effect of electroshock therapy” (The New York Times) and has not only been vindicated, but has also become more urgent today. In clear, spirited prose, Bloom argues that the social and political crises of contemporary America are part of a larger intellectual crisis: the result of a dangerous narrowing of curiosity and exploration by the university elites. Now, in this twenty-fifth anniversary edition, acclaimed author and journalist Andrew Ferguson contributes a new essay that describes why Bloom’s argument caused such a furor at publication and why our culture so deeply resists its truths today.




Artificial Intelligence and Games


Book Description

This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.