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Tracing Your Scottish Family History on the Internet: A Guide for Family Historians (Tracing Your Ancestors)

by Chris Paton

From search engines and databases to DNA platforms, discover how to easily learn more about your Scottish ancestry online with this helpful guide.Scotland is a land with a proud and centuries long history that far predates its membership of Great Britain and the United Kingdom. Today in the 21st century it is also a land that has done much to make its historical records accessible, to help those with Caledonian ancestry trace their roots back to earlier times and a world long past.In Tracing Scottish Family History on the Internet, Chris Paton expertly guides the family historian through the many Scottish records offerings available, but also cautions the reader that not every record is online, providing detailed advice on how to use web based finding aids to locate further material across the country and beyond. He also examines social networking and the many DNA platforms that are currently further revolutionizing online Scottish research.From the Scottish Government websites offering access to our most important national records, to the holdings of local archives, libraries, family history societies, and online vendors, Chris Paton takes the reader across Scotland, from the Highlands and Islands, through the Central Belt and the Lowlands, and across the diaspora, to explore the various flavors of Scottishness that have bound us together as a nation for so long.

Tracing Your Irish Family History on the Internet, Second Edition: A Guide for Family Historians (Tracing Your Ancestors)

by Chris Paton

A simple, easy-to-use guide to tracing your Irish ancestry via the Internet. In this, the fully updated second edition of his best-selling guide to researching Irish history using the Internet, Chris Paton shows the extraordinary variety of sources that can now be accessed online. Although Ireland has lost many records that would have been of great interest to family historians, he demonstrates that a great deal of information survived and is now easily available to the researcher. Thanks to the pioneering efforts of the Public Record Office of Northern Ireland, the National Archives of Ireland, organizations such as FindmyPast Ireland, Ancestry.co.uk, and RootsIreland and the volunteer genealogical community, an ever-increasing range of Ireland&’s historical resources are accessible from afar. As well as exploring the various categories of records that the family historian can turn to, Chris Paton illustrates their use with fascinating case studies. He fully explores the online records available from both the north and the south from the earliest times to the present day. Many overseas collections are also included, and he looks at social networking in an Irish context where many exciting projects are currently underway. Paton&’s book is an essential introduction and reference for anyone who is keen to trace their Irish roots.

The Sega Mega Drive & Genesis Encyclopedia: Every Game Released for Sega's 16-bit Console

by Chris Scullion

“An exhaustive, tremendous look back at one of the most beloved consoles of all time . . . an absolutely barnstorming recollection of a wonderful era.” —Finger GunsThe third book in Chris Scullion’s series of video game encyclopedias, The Sega Mega Drive and Genesis Encyclopedia is dedicated to Sega’s legendary 16-bit video game console. The book contains detailed information on every single game released for the Sega Mega Drive and Genesis in the west, as well as similarly thorough bonus sections covering every game released for its add-ons, the Mega CD and 32X. With nearly a thousand screenshots, generous helpings of bonus trivia and charmingly bad jokes, The Sega Mega Drive and Genesis Encyclopedia is the definitive guide to a legendary gaming system.“The Sega Mega Drive and Genesis Encyclopedia is a must-buy for fans of the console and a perfect addition to any retro game fan’s library.” —Goomba Stomp Magazine

The SNES Encyclopedia: Every Game Released for the Super Nintendo Entertainment System

by Chris Scullion

“If you didn’t grow up with an SNES and are curious to know about games like Chrono Trigger, Super Metroid and more, then this is the book for you.” —Got Game Following on from the previously released NES Encyclopedia, The SNES Encyclopedia is the ultimate resource for fans of Nintendo’s second home video game console, the Super Nintendo Entertainment System.Containing detailed information on all 780 games released for the SNES in the west, this enormous book is full of screenshots, trivia and charmingly bad jokes. It also includes a bonus section covering the entire twenty-two-game library of the Virtual Boy, Nintendo’s ill-fated 3D system which was released at the end of the SNES’s life.“Without question, The SNES Encyclopedia: Every Game Released for the Super Nintendo Entertainment System makes for an excellent video game library addition. It’s an economical and well-crafted book of Nintendo’s 16-bit history, and it’s sure to leave you yearning for the days of Super Mario World’s vibrant colors, Super Metroid’s intoxicating atmosphere, and Super Punch Out!!’s incredible tension. If you already own The NES Encyclopedia, you’ll know what to expect, but if you’re just starting a collection of video game-themed books, you can’t go wrong with this condense and informative offering.” —Nintendo World Report

The NES Encyclopedia: Every Game Released for the Nintendo Entertainment System

by Chris Scullion

A comprehensive, colorful guide to every game ever released on the classic Nintendo Entertainment System. One of the most iconic video game systems, the NES is credited with saving the American video games industry in the early 1980s. The NES Encyclopedia is the first ever complete reference guide to every game released on the Nintendo Entertainment System, Nintendo&’s first industry-defining video game system. As well as covering all 714 officially licensed NES games, the book also includes more than 160 unlicensed games released during its lifespan, giving for the first time a definitive history of this important console's full library. Written by a retro gaming expert with 30 years of gaming experience and a penchant for bad jokes, TheNES Encyclopedia promises to be both informative and entertaining. The NES continues to enjoy a strong cult following among Nintendo fans and gamers in general with wide varieties of officially licensed merchandise proving ever popular. Nintendo&’s most recent console, the Switch, is the fastest selling video game console of all time in the United States and Japan. Nintendo launched a variety of classic NES games for download on the system, meaning a new audience of gamers is due to discover the NES for the first time if they have not already. Praise for The NES Encyclopedia &“As a catalog of all 876 NES games, this work is unique in its breadth of coverage and will be of great interest to old-school video gamers and collectors.&” —Booklist &“A definitive resource that is more than worthy of the title &‘Encyclopedia.&’ &” —Nintendo World Report

Early Learning in the Digital Age: Digital Pedagogy And Early Childhood

by Ioanna Palaiologou Colette Gray

Digital practices are forging ahead in leaps and bounds. Examining digital practices in early childhood education, this book seeks to inform the discussion on how digital technologies are best integrated into play-based pedagogy, and demonstrates effective practices that enhance children’s learning and development. With a range of international contributors, perspectives, and case studies, the fusion of play and portable technology is explored through contemporary research.

Early Learning in the Digital Age: Digital Pedagogy And Early Childhood

by Ioanna Palaiologou Colette Gray

Digital practices are forging ahead in leaps and bounds. Examining digital practices in early childhood education, this book seeks to inform the discussion on how digital technologies are best integrated into play-based pedagogy, and demonstrates effective practices that enhance children’s learning and development. With a range of international contributors, perspectives, and case studies, the fusion of play and portable technology is explored through contemporary research.

Digital Marketing: Strategic Planning & Integration (Quick Win Ser.)

by Annmarie Hanlon

An unbiased approach to the latest digital marketing models, offering students and practitioners a range of tools to implement in their digital marketing planning and strategy. Covering all aspects of digital marketing planning, and the latest digital marketing models, the book aims to provide a roadmap for a digital marketing journey. As such, its structure maps against the development of a digital marketing plan and concludes with a ready-made digital marketing plan template to download and adapt. In addition to this, the content is supported by case examples from real-world organizations, and a number of features throughout the chapters: Smartphone sixty seconds features in every chapter, to evaluate influencers in relation to the topic covered. Digital tool boxes introduce professional tools (for example how Google shares its aggregate data to inform marketers about shopping insights, trends and benchmarks Ethical insights provide a reflective and challenging look at social issues and the negative sides to marketing. The book is complemented by online resources for both instructors and students, these include PowerPoint slides, an instructor’s guide, exercises and activities relating to each chapter, digital marketing planning documents, digital marketing model templates, quizzes, annotated recommended video links, links to free online tools and SAGE journal article recommendations. Suitable for digital and e-marketing courses on marketing and advertising degrees as well as professional courses for anyone interested in gaining a holistic understanding of digital marketing.

Digital Marketing: Strategic Planning & Integration (Quick Win Ser.)

by Annmarie Hanlon

An unbiased approach to the latest digital marketing models, offering students and practitioners a range of tools to implement in their digital marketing planning and strategy. Covering all aspects of digital marketing planning, and the latest digital marketing models, the book aims to provide a roadmap for a digital marketing journey. As such, its structure maps against the development of a digital marketing plan and concludes with a ready-made digital marketing plan template to download and adapt. In addition to this, the content is supported by case examples from real-world organizations, and a number of features throughout the chapters: Smartphone sixty seconds features in every chapter, to evaluate influencers in relation to the topic covered. Digital tool boxes introduce professional tools (for example how Google shares its aggregate data to inform marketers about shopping insights, trends and benchmarks Ethical insights provide a reflective and challenging look at social issues and the negative sides to marketing. The book is complemented by online resources for both instructors and students, these include PowerPoint slides, an instructor’s guide, exercises and activities relating to each chapter, digital marketing planning documents, digital marketing model templates, quizzes, annotated recommended video links, links to free online tools and SAGE journal article recommendations. Suitable for digital and e-marketing courses on marketing and advertising degrees as well as professional courses for anyone interested in gaining a holistic understanding of digital marketing.

New Media in the Classroom: Rethinking Primary Literacy

by Cathy Burnett Guy Merchant

‘This an exciting publication that offers authentic approaches for educators to meet challenges of the literacy that students need in our evolving digital landscape.’ Maureen Walsh, Adjunct Professor, Australian Catholic University and Honorary Professor, The University of Sydney ‘In this significant new text, Cathy Burnett and Guy Merchant foreground the affective, embodied and emergent nature of making meaning with new media.’ Teresa Cremin, The Open University The rise of new media technologies has changed the ways in which children engage with texts and this has implications for literacy provision in schools. Drawing on research exploring new media practices within and outside school, this book explains and encourages classroom activity that makes purposeful and appropriate use of these literacies and is underpinned by a set of guiding principles for teaching literacy in contemporary times. Key topics include: Building on children’s experiences in and out of school Supporting children to draw on multiple modes and media to develop and convey meaning Developing a responsive approach to literacy provision Investigating ways of encouraging collaboration through and around digital media Encouraging children to use digital media safely and advantageously This is essential reading for primary English or elementary language arts modules on initial teacher education courses including university-based and schools-based routes into teaching and also for current teachers wishing to enhance their own literacy teaching. Cathy Burnett is Professor of Literacy and Education at Sheffield Hallam University. Guy Merchant is Professor of Literacy in Education at Sheffield Hallam University.

New Media in the Classroom: Rethinking Primary Literacy

by Cathy Burnett Guy Merchant

‘This an exciting publication that offers authentic approaches for educators to meet challenges of the literacy that students need in our evolving digital landscape.’ Maureen Walsh, Adjunct Professor, Australian Catholic University and Honorary Professor, The University of Sydney ‘In this significant new text, Cathy Burnett and Guy Merchant foreground the affective, embodied and emergent nature of making meaning with new media.’ Teresa Cremin, The Open University The rise of new media technologies has changed the ways in which children engage with texts and this has implications for literacy provision in schools. Drawing on research exploring new media practices within and outside school, this book explains and encourages classroom activity that makes purposeful and appropriate use of these literacies and is underpinned by a set of guiding principles for teaching literacy in contemporary times. Key topics include: Building on children’s experiences in and out of school Supporting children to draw on multiple modes and media to develop and convey meaning Developing a responsive approach to literacy provision Investigating ways of encouraging collaboration through and around digital media Encouraging children to use digital media safely and advantageously This is essential reading for primary English or elementary language arts modules on initial teacher education courses including university-based and schools-based routes into teaching and also for current teachers wishing to enhance their own literacy teaching. Cathy Burnett is Professor of Literacy and Education at Sheffield Hallam University. Guy Merchant is Professor of Literacy in Education at Sheffield Hallam University.

The SAGE Encyclopedia of the Internet

by Barney Warf

The Internet needs no introduction, and its significance today can hardly be exaggerated. Today, more people are more connected technologically to one another than at any other time in human existence. For a large share of the world’s people, the Internet, text messaging, and various other forms of digital social media such as Facebook have become thoroughly woven into the routines and rhythms of daily life. The Internet has transformed how we seek information, communicate, entertain ourselves, find partners, and, increasingly, it shapes our notions of identity and community. The SAGE Encyclopedia of the Internet addresses the many related topics pertaining to cyberspace, email, the World Wide Web, and social media. Entries will range from popular topics such as Alibaba and YouTube to important current controversies such as Net neutrality and cyberterrorism. The goal of the encyclopedia is to provide the most comprehensive collection of authoritative entries on the Internet available, written in a style accessible to academic and non-academic audiences alike.

The SAGE Encyclopedia of the Internet

by Barney Warf

The Internet needs no introduction, and its significance today can hardly be exaggerated. Today, more people are more connected technologically to one another than at any other time in human existence. For a large share of the world’s people, the Internet, text messaging, and various other forms of digital social media such as Facebook have become thoroughly woven into the routines and rhythms of daily life. The Internet has transformed how we seek information, communicate, entertain ourselves, find partners, and, increasingly, it shapes our notions of identity and community. The SAGE Encyclopedia of the Internet addresses the many related topics pertaining to cyberspace, email, the World Wide Web, and social media. Entries will range from popular topics such as Alibaba and YouTube to important current controversies such as Net neutrality and cyberterrorism. The goal of the encyclopedia is to provide the most comprehensive collection of authoritative entries on the Internet available, written in a style accessible to academic and non-academic audiences alike.

Social Media Marketing

by Dr Tracy L. Tuten Professor Michael R. Solomon

This book is not available as an inspection copy. For more information contact your local sales representative. **Winner of the TAA 2017 Textbook Excellence Award** “Social Media Marketing deserves special kudos for its courage in tackling the new frontier of social media marketing. This textbook challenges its readers to grapple with the daunting task of understanding rapidly evolving social media and its users.” TAA Judges Panel Social Media Marketing was the first textbook to cover this vital subject and has quickly become the market leader. It melds essential theory with practical application and covers core skills such as strategic planning for social media applications, incorporating these platforms into the brand’s marketing communications, and harnessing social media data to yield consumer insights. The authors outline the ‘four zones’ of social media that marketers can use to help achieve their strategic objectives: 1. Community 2. Publishing 3. Entertainment 4. Commerce The new third edition has been extensively updated to include new content on tactical planning and execution and coverage of the latest research within social media marketing. Expanded new case studies and examples including Facebook, Instagram, Twitter and Snapchat are discussed in relation to globally recognized brands such as Pokemon Go, Nike, Amazon Kindle and Lady Gaga. The book is complemented by a companion website that offers valuable additional resources for both instructors and students, including author videos discussing key social media marketing ideas and concepts, author-selected YouTube video playlists, additional case studies, further weblinks, PowerPoint slides and Testbank. Suitable for modules and courses on social media marketing.

Social Media Marketing

by Dr Tracy L. Tuten Professor Michael R. Solomon

This book is not available as an inspection copy. For more information contact your local sales representative. **Winner of the TAA 2017 Textbook Excellence Award** “Social Media Marketing deserves special kudos for its courage in tackling the new frontier of social media marketing. This textbook challenges its readers to grapple with the daunting task of understanding rapidly evolving social media and its users.” TAA Judges Panel Social Media Marketing was the first textbook to cover this vital subject and has quickly become the market leader. It melds essential theory with practical application and covers core skills such as strategic planning for social media applications, incorporating these platforms into the brand’s marketing communications, and harnessing social media data to yield consumer insights. The authors outline the ‘four zones’ of social media that marketers can use to help achieve their strategic objectives: 1. Community 2. Publishing 3. Entertainment 4. Commerce The new third edition has been extensively updated to include new content on tactical planning and execution and coverage of the latest research within social media marketing. Expanded new case studies and examples including Facebook, Instagram, Twitter and Snapchat are discussed in relation to globally recognized brands such as Pokemon Go, Nike, Amazon Kindle and Lady Gaga. The book is complemented by a companion website that offers valuable additional resources for both instructors and students, including author videos discussing key social media marketing ideas and concepts, author-selected YouTube video playlists, additional case studies, further weblinks, PowerPoint slides and Testbank. Suitable for modules and courses on social media marketing.

Technology for SEND in Primary Schools: A guide for best practice

by Ms Helen Caldwell Steve Cullingford-Agnew

With so many new education technologies being developed and made available to schools, how do teachers ensure they select resources that enhance inclusive teaching in the classroom? How can you make sure new technologies are integrated into every day teaching? This new text supports trainee and beginning teachers to harness the power of technology to make their classrooms truly inclusive. It helps you make informed selections of new technology and resources and make them work for everyone in your classroom. Along with clear guidance on how to implement an inclusive approach to the use of technology across a broad range of needs and curriculum themes, linking practical examples with discussion of pedagogical considerations this practical book: focuses on cutting edge technologies supports teachers to develop the knowledge and skills they need offers advice on how to assess individual learning and communication needs develops an understanding of the pedagogy needed to embed inclusive technology within whole class teaching

Teaching Computational Thinking and Coding in Primary Schools (Transforming Primary QTS Series)

by David Morris Gurmit Uppal David Wells

This is a guide to the teaching of computing and coding in primary schools, and an exploration of how children develop their computational thinking. It covers all areas of the National Curriculum for primary computing and offers insight into effective teaching. The text considers three strands of computer science, digital literacy and information technology. The teaching of coding is especially challenging for primary teachers, so it highlights learning on this, giving practical examples of how this can be taught. For all areas of the computing curriculum the text also provides guidance on planning age-appropriate activities with step-by-step guides and details of educationally appropriate software and hardware. This book helps you to connect what you need to teach with how it can be taught, and opens up opportunities in the new curriculum for creative and imaginative teaching. It also includes the full National Curriculum Programme of Study for Computing, key stages 1 and 2 as a useful reference for trainee teachers.

What You Need to Know About AI: A beginner’s guide to what the future holds

by Brian David Johnson

The only book you need on AI - for all curious, fact-gobbling kids age 7+.What actually is AI? Will it take over the world? And one day, will it tidy your bedroom...? In this beginner's guide, learn everything you need to know about AI, from how it helps us discover epic stuff up in space or under the sea, whether it will help you build your very own dinosaur, and why, it won't actually help you write your homework! Written by AI expert and Futurist, Brian David Johnson, you will learn what AI is, where it came from, and how it's already being used in the world of sport, space, medicine, animals and more. You will discover AI's amazing possibilities that might shape the future. And along the way, you'll learn super cool facts, bust some myths, and gain a balanced and informed view on the biggest topic of our time.Designed with fun line illustrations throughout.

What You Need to Know About AI: A beginner’s guide to what the future holds

by Brian David Johnson

The only book you need on AI - for all curious, fact-gobbling kids.What actually is AI? Will it take over the world? And one day, will it tidy your bedroom . . .? In this beginner's guide, learn everything you need to know about AI, from how it helps us discover epic stuff up in space or under the sea to whether it might help you build your own dinosaur.With AI expert and futurist Brian David Johnson, discover what AI is, where it came from, the incredible ways it's being used today and how it might shape and reimagine your future. Learn that AI is just software and that it won't replace human creativity or imagination, but it could help us do some really cool things. And uncover amazing facts, myth busters and insight from experts around the world!This book offers a balanced, expert and fascinating view on the biggest topic of our time. Designed with fun illustrations throughout.

The History of the Computer: People, Inventions, And Technology That Changed Our World

by Rachel Ignotofsky

Explore the fascinating history of the computer, and the people who made them, in this beautifully illustrated guide for children by bestselling author and illustrator Rachel Ignotofsky.Computers make our lives easier in so many ways - they help us do our work, get directions, check the weather, exercise, shop and understand what's happening around the world. But who created them, and why? How have they transformed the way we interact with our surroundings and each other?Packed with accessible information, fun facts and discussion starters, this charmingly illustrated book takes you from the ancient world to the modern day, focusing on important inventions from the earliest known counting systems (such as the Incan quipu) to the sophisticated algorithms behind AI, space travel and wearable tech. The History of the Computer also profiles a global and diverse range of key players and creators - from An Wang and Margaret Hamilton to Steve Jobs and Tim Berners-Lee - and illuminates their goals, their intentions and the impact of their inventions on our everyday lives.This entertaining and educational journey from the bestselling author of Women in Science will help you understand our most important machines and how we can use them to enhance the way we live. You'll never look at your phone the same way again!

A Coder Like Me

by Dr Shini Somara

Engaging illustrations and an empowering story combine to introduce young readers to the world of coding, computers and problem-solving.Curious Sam has lots of questions. What is an algorithm? Could a robot be instructed to walk a dog? What is artificial intelligence? A day spent with Auntie Jo turns into a fascinating lesson in coding for Sam! They discover that the world is full of clever computers, find out about the language they "speak" and the brilliant coders who have helped us to understand it. Maybe Sam can try out some awesome coding projects and become a coder too?With pages encouraging kids to try out coding for themselves and opening their minds to the fun things that can be created using computer code, this brilliant picture book written by engineer and TV presenter Dr Shini Somara unlocks a love of coding and computing and celebrates women in STEM.

Why AI?: All your questions about artificial intelligence answered by a computer scientist

by Dr Dharini Balasubramaniam

All your questions and worries about Al today - the who, what, where, when and WHY - answered by a computer scientist.It's here and it's not going away - AI is on everyone's mind, but many of us don't know what it is never mind what to think about it! Why AI? is a question-and-answer based exploration of the topic for ages 8 and up, from Dr Dharini Balasubramaniam, a computer scientist at University of St Andrews and a passionate advocate for ethics and education in her field. Dr Balasubramaniam's clear and balanced explanations put our mind at ease, while challenging readers to consider how far AI can and should go in certain areas. She introduces us to the history of the concept of machine learning, the pioneers in the field of AI and the amazing AI doing good in the world today. The book includes case studies on fascinating topics, such as search-engine AI and exciting robotics, and answers questions, such as: What did AI start?; Why do we need AI?; What can AI DO?; What should AI do?; What is the future of AI?

Computing Essentials for an IT Age with Applications

by David Filer

Computing Essentials for an IT Age introduces students to the plethora of computer systems and networks - along with the constantly evolving benefits they offer. Created for both online and in-person introduction to computers courses, this turn-key course package includes a beautiful color lecture manual (eBook), lab content, tests, and quizzes all in a digital package.

Candy Hearts

by Tommy Siegel

The acclaimed comic strip artist presents a hysterically honest, unnervingly accurate window into the minds of romantic partners. Tommy Siegel&’s Candy Heats comics became an internet sensation drawing a global fanbase that included cultural luminaries from Ringo Starr to Alexandria Ocasio-Cortez. From the awkwardness of flirting during a pandemic to scrolling through disastrous dating profiles, Candy Hearts hilariously captures the secrets, lies, and misunderstandings behind every relationship. With dozens of never-before-seen comics, this book is the perfect Valentine&’s Day (or Anti-Valentine&’s Day) gift for your friends, lovers, and especially yourself.

Battle Royale: An Unofficial Fortnite Adventure

by Mathias Lavorel

Paul&’s a normal teenager: he likes sports, junk food, and action movies—he even wants to be in one someday. But what seems like Paul&’s big break, his very first acting role, quickly takes a turn for the worse. One minute he&’s on a festive bus heading for a new life of stardom, and the next, he&’s hurtling toward the ground and certain death. Though saved at the last minute by an unexplained parachute, things don&’t get any easier when Paul lands: he&’s lost on an unknown island, he&’s unable to speak, and every time he sees someone else, he hears strange noises and then blacks out . . . before falling from the sky again. But when a girl inexplicably saves him (and spray paints him) instead of attacking, Paul starts to learn the survival basics. Bit by bit, he must explore his surroundings, build structures, evade violent storms, unlock the mysteries of his strange island prison, and maybe—just maybe—find a way out.

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