Into the Game! (Minecraft Woodsword Chronicles #1)


Book Description

The first official chapter book series based on Minecraft! Five young Minecraft players in the real world find themselves transported inside the game they love. But now it's not a game--and they will have to use everything they know to explore, build, and survive! This illustrated hardcover series will thrill and engage fans of Minecraft and action-packed fantasy stories alike. © 2019 Mojang AB and Mojang Synergies AB. MINECRAFT and MOJANG are trademarks or registered trademarks of Mojang Synergies AB.




Minecraft: The Island


Book Description

NEW YORK TIMES BESTSELLER • The first official Minecraft novel! The author of World War Z tells the story of a hero—stranded in the world of Minecraft—who must unravel the secrets of a mysterious island in order to survive. “A rollicking adventure yarn; Robinson Crusoe for the digital age.”—NPR Washed up on a beach, the lone castaway looks around the shore. Where am I? Who am I? And why is everything made of blocks? But there isn’t much time to soak up the sun. It’s getting dark, and there’s a strange new world to explore! The top priority is finding food. The next is not becoming food. Because there are others out there on the island . . . like the horde of zombies that appears after nightfall. Crafting a way out of this mess is a challenge like no other. Who could build a home while running from exploding creepers, armed skeletons, and an unstoppable tide of hot lava? Especially with no help except for a few makeshift tools and sage advice from an unlikely friend: a cow. In this world, the rules don’t always make sense, but courage and creativity go a long way. There are forests to explore, hidden underground tunnels to loot, and undead mobs to defeat. Only then will the secrets of the island be revealed. Collect all of the official Minecraft books: Minecraft: The Island Minecraft: The Crash Minecraft: The Lost Journals Minecraft: The Survivors’ Book of Secrets Minecraft: Exploded Builds: Medieval Fortress Minecraft: Guide to Exploration Minecraft: Guide to Creative Minecraft: Guide to the Nether & the End Minecraft: Guide to Redstone Minecraft: Mobestiary Minecraft: Guide to Enchantments & Potions Minecraft: Guide to PVP Minigames Minecraft: Guide to Farming Minecraft: Let’s Build! Theme Park Adventure Minecraft for Beginners




Minecraft: The Crash


Book Description

*** The second official Minecraft tie-in novel, following the Sunday Times bestseller The Island *** This official Minecraft novel is an action-packed thriller! When a new virtual-reality version of the game brings her desires—and doubts—to life, one player must face her fears. Bianca has never been good at following the plan. She's more of an act-now, deal-with-the-consequences-later kind of person. But consequences can’t be put off forever, as Bianca learns when she and her best friend, Lonnie, are in a terrible car crash. Waking up in the hospital, almost paralyzed by her injuries, Bianca is faced with questions she’s not equipped to answer. She chooses instead to try a new virtual-reality version of Minecraft that responds to her every wish, giving her control over a world at the very moment she thought she’d lost it. As she explores this new realm, she encounters Esme and Anton, two kids who are also playing on the hospital server. The trio teams up to play through to the End, and hopefully to find Lonnie along the way. But the road to recovery isn’t without its own dangers. The kids are swarmed by mobs seemingly generated by their fears and insecurities, and now Bianca must deal with the uncertainties that have been plaguing her: Is Lonnie really in the game? And can Bianca help him to return to reality with her? From bestselling author Max Brooks also comes the long-awaited epic conclusion to the Minecraft trilogy, Minecraft: The Village, coming out in October 2023.




The Game Mindcraft


Book Description

""The Game Mindcraft: A Journey Through Digital Creativity and Innovation"" explores the revolutionary impact of Minecraft on gaming, education, and digital culture. This comprehensive book delves into the game's origins, its unique approach to player creativity, and its far-reaching influence on various fields. Readers are taken on a journey through Minecraft's evolution, from its humble beginnings to its status as a global phenomenon that blurs the lines between game, educational tool, and creative platform. The book highlights intriguing facts about Minecraft's psychological appeal and its ability to foster global communities. It examines how the game taps into fundamental human desires for creativity and discovery, while also serving as a powerful tool for interactive learning. Through a combination of player statistics, educational case studies, and interviews with experts, the authors present a compelling argument for Minecraft's significance in the digital age. What sets this book apart is its holistic approach, balancing technological analysis with social and educational insights. Written in an engaging, narrative non-fiction style, it offers accessible language for a general audience while maintaining academic rigor. As readers progress through the chapters, they gain a deep understanding of Minecraft's impact on fields ranging from urban planning to digital art, making this an invaluable resource for anyone interested in the intersection of technology, creativity, and social dynamics in the digital world.




E-Learning Systems, Environments and Approaches


Book Description

The volume consists of twenty-five chapters selected from among peer-reviewed papers presented at the CELDA (Cognition and Exploratory Learning in the Digital Age) 2013 Conference held in Fort Worth, Texas, USA, in October 2013 and also from world class scholars in e-learning systems, environments and approaches. The following sub-topics are included: Exploratory Learning Technologies (Part I), e-Learning social web design (Part II), Learner communities through e-Learning implementations (Part III), Collaborative and student-centered e-Learning design (Part IV). E-Learning has been, since its initial stages, a synonym for flexibility. While this dynamic nature has mainly been associated with time and space it is safe to argue that currently it embraces other aspects such as the learners’ profile, the scope of subjects that can be taught electronically and the technology it employs. New technologies also widen the range of activities and skills developed in e-Learning. Electronic learning environments have evolved past the exclusive delivery of knowledge. Technology has endowed e-Learning with the possibility of remotely fomenting problem solving skills, critical thinking and team work, by investing in information exchange, collaboration, personalisation and community building.




Hybrid Play


Book Description

This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.




Strategic and Innovative Pricing


Book Description

This book provides a concrete guide on how to execute strategic pricing to excel in an increasingly dynamic and digitised business environment, while developing and deepening relations with contract partners. The secret lies in crafting innovative price models that reward joint value creation in accordance with the business model, rather than engaging in confrontative zero-sum pricing reasoning. Strategic and Innovative Pricing: Price Models for a Digital Economy provides hands-on tools that are applied on three interconnected levels of analysis. It illustrates how to explore the business ecology to understand its dynamics and how digitisation enables it to prosper and demonstrates how to construct a viable business model that enables an organisation to navigate in its vibrant ecology. Finally, and most importantly, it shows how to use innovative price models to realize and monetise the business model and its value offering, making the organisation and its partnerships sustainable. Models pertaining to the three levels of analyses are applied in rich case studies and examples from different countries, and the book includes guidelines on how to use them. Special attention is paid to digitisation as an underlying theme, making this book of interest to researchers, academics, and students in the fields of strategic management and technology & innovation management.




The Computing Universe


Book Description

This exciting and accessible book takes us on a journey from the early days of computers to the cutting-edge research of the present day that will shape computing in the coming decades. It introduces a fascinating cast of dreamers and inventors who brought these great technological developments into every corner of the modern world, and will open up the universe of computing to anyone who has ever wondered where his or her smartphone came from.




Gamification: Concepts, Methodologies, Tools, and Applications


Book Description

Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.




Pre-Service and In-Service Teacher Education: Concepts, Methodologies, Tools, and Applications


Book Description

As with any industry, the education sector goes through frequent changes due to modern technological advancements. It is every educator’s duty to keep up with these shifting requirements and alter their teaching style to best fit the needs of their classroom. Pre-Service and In-Service Teacher Education: Concepts, Methodologies, Tools, and Applications explores the current state of pre-service teacher programs as well as continuing education initiatives for in-service educators. It also emphasizes the growing role of technology in teacher skill development and training as well as key pedagogical developments and methods. Highlighting a range of topics such as teacher preparation programs, teaching standards, and fieldwork and practicum experiences, this multi-volume book is designed for pre-service teachers, teacher educators, researchers, professionals, and academics in the education field.