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Pendidikan mempunyai tugas menyiapkan sumber daya manusia untuk mampu menghadapi segala tantangan yang mungkin akan dihadapi di depan. Suatu pendidikan dipandang bermutu-diukur dari kedudukannya untuk ikut mencerdaskan kehidupan bangsa dan memajukan kebudayaan nasional adalah pendidikan yang berhasil membentuk generasi muda yang cerdas, berkarakter, bermoral dan berkepribadian. Untuk itu perlu dirancang suatu sistem pendidikan yang mampu menciptakan suasana dan proses pembelajaran yang menyenangkan, merangsang dan menantang peserta didik untuk mengembangkan diri secara optimal sesuai dengan bakat dan kemampuannya. Manajemen pendidikan adalah proses yang perlu diterapkan dalam dunia pendidika...
This is an open access book. The Unima International Conference on Social Sciences and Humanity (UNICSSH) 2022 was conducted on October, 11th – 13th 2022, at The Grand Kawanua International City, Manado, North Sulawesi, Indonesia. In 2022, Universitas Negeri Manado will host the Indonesian National Education Convention (KONASPI) X. Konaspi is a routine activity of the PPTKN which is held once every four years. The fourth industrial revolution (4.0) is marked by technological advances and supported by artificial intelligence that creates opportunities and challenges for the education system. University and vocational school graduates are facing a world transformed by technology which in tur...
This book is available as open access through the Bloomsbury Open Access programme and is available on www.bloomsburycollections.com. Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shifting the stereotype of gaming away from that of hardcore, dedicated play to that of activities that fit into everyday life. Social, Casual and Mobile Games explores the rapidly changing gaming landscape and discusses the ludic, methodological, theoretical, economic, social and cultural challenges that these changes invoke. With chapters discussing locative games, the new freemium economic model, and gamer demographics, as well as close studies of specific games (including Candy Crush Saga, Angry Birds, and Ingress), this collection offers an insight into the changing nature of games and the impact that mobile media is having upon individuals and societies around the world.
Chris Crawford on Game Design is all about the foundational skills behind the design and architecture of a game. Without these skills, designers and developers lack the understanding to work with the tools and techniques used in the industry today. Chris Crawford, the most highly sought after expert in this area, brings an intense opinion piece full of personality and flare like no other person in this industry can. He explains the foundational and fundamental concepts needed to get the most out of game development today. An exceptional precursor to the two books soon to be published by New Riders with author Andrew Rollings, this book teaches key lessons; including, what you can learn from the history of game play and historical games, necessity of challenge in game play, applying dimensions of conflict, understanding low and high interactivity designs, watching for the inclusion of creativity, and understanding the importance of storytelling. In addition, Chris brings you the wish list of games he'd like to build and tells you how to do it. Game developers and designers will kill for this information!
How often have you heard "anyone can design a game?" While it seems like an easy job, game ideas are cheap and plentiful. Advancing those ideas into games that people want to play is one of the hardest, and most under-appreciated, tasks in the game development cycle. Andrew Rollings and Ernest Adams on Game Design introduces both students and experienced developers to the craft of designing computer and video games for the retail market. The first half of the book is a detailed analysis of the key game design elements: examining game concepts and worlds, storytelling, character and user interface design, core mechanics and balance. The second half discusses each of the major game genres (action, adventure, role-playing, strategy, puzzle, and so on) and identifies the design patterns and unique creative challenges that characterize them. Filled with examples and worksheets, this book takes an accessible, practical approach to creating fun, innovative, and highly playable games.
Creativity often leads to the development of original ideas that are useful or influential, and maintaining creativity is crucial for the continued development of organizations in particular and society in general. Most research and writing has focused on individual creativity. Yet, in recent years there has been an increasing acknowledgment of the importance of the social and contextual factors in creativity. Even with the information explosion and the growing necessity for specialization, the development of innovations still requires group interaction at various stages in the creative process. Most organizations increasingly rely on the work of creative teams where each individual is an ex...
This book constitutes the proceedings of the 12th European Conference on Technology Enhanced Learning, EC-TEL 2017, held in Tallinn, Estonia, in September 2017. The 24 full papers, 23 short papers, 6 demo papers, and 22 poster papers presented in this volume were carefully reviewed and selected from 141 submissions. The theme for the 12th EC-TEL conference on Data Driven Approaches in Digital Education' aims to explore the multidisciplinary approaches thateectively illustrate how data-driven education combined with digital education systems can look like and what are the empirical evidences for the use of datadriven tools in educational practices.
How are we able to understand and anticipate each other in everyday life, in our daily interactions? Through the use of such "folk" concepts as belief, desire, intention, and expectation, asserts Daniel Dennett in this first full-scale presentation of a theory of intentionality that he has been developing for almost twenty years. We adopt a stance, he argues, a predictive strategy of interpretation that presupposes the rationality of the people—or other entities—we are hoping to understand and predict. These principles of radical interpretation have far-reaching implications for the metaphysical and scientific status of the processes referred to by the everday terms of folk psychology an...
There has been growing interest on business models among academics and practitioners in recent years, as business model describes how an organization creates, distributes and captures value and, therefore, can be considered the DNA of the organization. Recently, factors related to digital transformation, the vital role of sustainability and social aspects, along with an increasing globalization, have pushed towards radical transformations in business models. This book aims to further our knowledge on business model innovation in new contexts of analysis and with new perspectives of investigation. Insights from business model innovation are presented from studies focusing on start-ups, small ...
Advances in IT have transformed the way organizations interact with each other. To enable organizations to respond to this change, new management paradigms have evolved. This text looks at the value of knowledge management in supply chain management and how supply chain partners can use IT to improve organizational performance.