You may have to register before you can download all our books and magazines, click the sign up button below to create a free account.
"Fun English Club Activities in the 21st Century" is a comprehensive guide that reimagines language learning through engaging and interactive activities tailored for the modern era. This book introduces a diverse range of innovative English language exercises that aim to make learning both educational and enjoyable. From games and role-playing scenarios to collaborative projects and creative writing prompts, each activity designed to inspire curiosity and foster a dynamic learning environment. Through a blend of traditional teaching methods and contemporary approaches, this book offers a fresh perspective on how English can be mastered in a fun and stimulating manner. Whether you are a langu...
Buku berjudul "Refleksi Keislaman dari Berbagai Perspektif Keilmuan" merupakan sebuah referensu yang menawarkan pemikiran mendalam tentang Islam dari beragam sudut pandang ilmu pengetahuan. Materi yang disajikan meliputi tema terkait kesilaman mulai dari Integrasi Nilai-Nilai Al-Islam Kemuhammadiyahan dalam Bisnis, Pencegahan Penyakit Sesuai Tuntunan Rasulullah, Pandangan Muhammadiyah Terhadap Konsep Hewan Qurban Sesuai Tarjih, Sintesis Resiprokal Negara dan Agama: Menilik Paradigma Muhammadiyah dan Putusan-MK, serta banyak materi lainnya. Setiap bab dalam buku ini mengajak pembaca untuk merenungkan dan mempertanyakan konsepkonsep keislaman tradisional dalam cahaya pemikiran kontemporer. Isuisu seperti interpretasi teks suci, hubungan Islam dengan ilmu pengetahuan modern, dan peran Islam dalam masyarakat multikultural, menjadi beberapa topik yang dibahas secara kritis. Buku ini cocok bagi para akademisi, mahasiswa, dan siapa saja yang tertarik untuk mengeksplorasi dimensi intelektual Islam dalam kerangka keilmuan yang luas dan beragam.
The seventh edition of this frequently adopted textbook features new or expanded sections on social justice research, data analysis software, scholarly identity research, social networking, data science, and data visualization, among other topics. It continues to include discipline experts' voices. The revised seventh edition of this popular text provides instruction and guidance for professionals and students in library and information science who want to conduct research and publish findings, as well as for practicing professionals who want a broad overview of the current literature. Providing a broad introduction to research design, the authors include principles, data collection techniqu...
This book was written and edited as a project of the International Asso ciation for the Study of Cooperation in Education (lASCE). It grew di rectly out of the second conference of the lASCE, held at Brigham Young University, Provo, Utah, in [uly 1982. The chapters in the book were originally presented in some form at the Provo conference, though most have been considerably revised since that time. This is the second book sponsored by the lASCE; the first, Cooperation in Education (Provo, Utah:Brigham Young University Press, 1980), edited by Shlomo Sharan, Paul Hare, Clark Webb, and Rachel Hertz-Lazarowitz, was based on the proceedings of the first conference of the IASCE in Tel Aviv, Israel, in 1979. The IASCE is a group of educators interested in studying, devel oping, or applying cooperative methods at various levels of the process of education. It includes researchers, teacher educators, teachers, and school administrators from more than a dozen countries.
"Gilles focuses the majority of the book on the relationship in the classroom between the individual teacher and the students. She gives teachers ammunition to overcome resistance to cooperative learning by presenting well-substantiated research on virtually every page of her book showing the benefits of having students study together." —Ted Wohlfarth, PSYCCRITIQUES "This text′s greatest strengths are bringing together a range of powerful teaching strategies connected to students taking responsibility for their own learning and the learning of others. The focus on both teacher strategies to encourage effective group talk and student strategies to encourage effective discourse is helpful....
Positive thinking means changing the way you look at things and how you handle lifes many challenges. It will help you achieve any goal. Conversely, a negative attitude will result in negative behavior, which affects your ability to even set goals. If you cant set goals, theres no way you can achieve them. In this guide to thinking in a positive way, youll learn how to avoid procrastinating for the wrong reasons; recognize the importance of rewarding yourself with me time; take baby steps toward living a more positive life; and stop worrying about things you cant control. As hard as it may seem, its possible to eliminate negative thinking from your life and replace it positive thoughts. Small changes in your daily life wont just improve your lifethey will also improve the lives of those around you. Start reaping the rewards of tackling each day with a smile by following the guidance in Positive Thinking for Beginners.
This book focuses on the human aspects of wearable technologies and game design, which are often neglected. It shows how user centered practices can optimize wearable experience, thus improving user acceptance, satisfaction and engagement towards novel wearable gadgets. It describes both research and best practices in the applications of human factors and ergonomics to sensors, wearable technologies and game design innovations, as well as results obtained upon integration of the wearability principles identified by various researchers for aesthetics, affordance, comfort, contextual-awareness, customization, ease of use, ergonomy, intuitiveness, obtrusiveness, information overload, privacy, reliability, responsiveness, satisfaction, subtlety, user friendliness and wearability. The book is based on the AHFE 2017 Conferences on Human Factors and Wearable Technologies and AHFE 2017 Conferences on Human Factors and Game Design, held on July 17-21, 2017, in Los Angeles, California, USA, and addresses professionals, researchers, and students dealing with the human aspects of wearable, smart and/or interactive technologies and game design research.