Admission Assessment Exam Review


HESI - 2012
    Plus, it helps you identify areas of weakness so you can focus your study time. Sample problems and step-by-step examples with explanations in the math and physics sections show you how to work through each problem so you understand the steps it takes to complete the equation. Practice tests with answer keys for each topic - located in the appendices for quick access - help you assess your understanding of each topic and familiarize you with the types of questions you're likely to encounter on the actual exam. HESI Hints boxes offer valuable test-taking tips, as well as rationales, suggestions, examples, and reminders for specific topics.End-of-chapter review questions help you gauge your understanding of chapter content.A full-color layout and more illustrations in the life science chapters visually reinforce key concepts for better understanding.Expanded and updated content in each chapter ensures you're studying the most current content.Basic algebra review in the math section offers additional review and practice.Color-coded chapters help you quickly find specific topic sections.Helpful organizational features in each chapter include an introduction, key terms, chapter outline, and a bulleted chapter summary to help you focus your study.A glossary at the end of the text offers quick access to key terms and their definitions.

Design for How People Learn


Julie Dirksen - 2011
    Many of us are also teaching, even when it's not in our job descriptions. Whether it's giving a presentation, writing documentation, or creating a website or blog, we need and want to share our knowledge with other people. But if you've ever fallen asleep over a boring textbook, or fast-forwarded through a tedious e-learning exercise, you know that creating a great learning experience is harder than it seems.In Design For How People Learn, you'll discover how to use the key principles behind learning, memory, and attention to create materials that enable your audience to both gain and retain the knowledge and skills you're sharing. Using accessible visual metaphors and concrete methods and examples, Design For How People Learn will teach you how to leverage the fundamental concepts of instructional design both to improve your own learning and to engage your audience.

Frontend Architecture for Design Systems: A Modern Blueprint for Scalable and Sustainable Websites


Micah Godbolt - 2015
    This practical book takes experienced web developers through the new discipline of frontend architecture, including the latest tools, standards, and best practices that have elevated frontend web development to an entirely new level.Using real-world examples, case studies, and practical tips and tricks throughout, author Micah Godbolt introduces you to the four pillars of frontend architecture. He also provides compelling arguments for developers who want to embrace the mantle of frontend architect and fight to make it a first-class citizen in their next project.The four pillars include:Code: how to approach the HTML, CSS, and JavaScript of a design systemProcess: tools and processes for creating an efficient and error-proof workflowTesting: creating a stable foundation on which to build your siteDocumentation: tools for writing documentation while the work is in progress

An Introduction to Group Work Practice


Ronald W. Toseland - 1984
    Students will receive a grounding in areas that vary from treatment to organizational and community settings. This edition also includes of new case studies, practice examples and guiding principles.

MAKE: Electronics: Learning Through Discovery


Charles Platt - 2008
    I also love the sense of humor. It's very good at disarming the fear. And it's gorgeous. I'll be recommending this book highly." --Tom Igoe, author of Physical Computing and Making Things TalkWant to learn the fundamentals of electronics in a fun, hands-on way? With Make: Electronics, you'll start working on real projects as soon as you crack open the book. Explore all of the key components and essential principles through a series of fascinating experiments. You'll build the circuits first, then learn the theory behind them!Build working devices, from simple to complex You'll start with the basics and then move on to more complicated projects. Go from switching circuits to integrated circuits, and from simple alarms to programmable microcontrollers. Step-by-step instructions and more than 500 full-color photographs and illustrations will help you use -- and understand -- electronics concepts and techniques.Discover by breaking things: experiment with components and learn from failureSet up a tricked-out project space: make a work area at home, equipped with the tools and parts you'll needLearn about key electronic components and their functions within a circuitCreate an intrusion alarm, holiday lights, wearable electronic jewelry, audio processors, a reflex tester, and a combination lockBuild an autonomous robot cart that can sense its environment and avoid obstaclesGet clear, easy-to-understand explanations of what you're doing and why

Instructional Technology and Media for Learning


Sharon E. Smaldino - 1999
    This unique case-based text places the reader squarely in the classroom while providing a framework that teaches readers to apply in-depth coverage of current and future computer, multimedia, Internet/intranet, distance learning, and audio/visual technologies to classroom instruction. Don't just read about technology integration - experience it! In addition to its' unique case-based approach the new edition now includes a new ASSURE Learning in Action DVD. This dvd, located in every copy of the text, provides current video of today's teachers using technology and media to improve learning for students across grade levels and content areas, rubric templates, a lesson plan builder, and skill-builder activites.

Make: Analog Synthesizers


Ray Wilson - 2013
    If you’re a musician or a hobbyist with experience in building electronic projects from kits or schematics, this do-it-yourself guide will walk you through the parts and schematics you need, and how to tailor them for your needs. Author Ray Wilson shares his decades of experience in synth-DIY, including the popular Music From Outer Space (MFOS) website and analog synth community.At the end of the book, you’ll apply everything you’ve learned by building an analog synthesizer, using the MFOS Noise Toaster kit. You’ll also learn what it takes to create synth-DIY electronic music studio. Get started in the fun and engaging hobby of synth-DIY without delay.With this book, you’ll learn:The differences between analog and digital synthesizersAnalog synthesizer building blocks, including VCOs, VCFs, VCAs, and LFOsHow to tool up for synth-DIY, including electronic instruments and suggestions for home-made equipmentFoundational circuits for amplification, biasing, and signal mixingHow to work with the MFOS Noise Toaster kitSetting up a synth-DIY electronic music studio on a budget

The Educator's Guide to Texas School Law


Jim Walsh - 1985
    In this new seventh edition, the authors have streamlined the discussion by pruning older material and weaving in new developments. The result is an authoritative source on all major dimensions of Texas school law that is both well integrated and easy to read.Intended for Texas school personnel, school board members, interested attorneys, and taxpayers, the seventh edition explains what the law is and what the implications are for effective school operations. It is designed to help professional educators avoid expensive and time-consuming lawsuits by taking effective preventive action. It is an especially valuable resource for school law courses and staff development sessions.The seventh edition begins with a review of the legal structure of the Texas school system. Successive chapters address attendance and the instructional program, the education of children with special needs, employment and personnel, expression and associational rights, the role of religion in public schools, student discipline, open meetings and records, privacy, search and seizure, and legal liability under both federal and Texas law. In addition to state law, the book addresses the growing role of the federal government in school operation through such major federal legislation as the Americans with Disabilities Act, the Individuals with Disabilities Education Act, and the No Child Left Behind Act.

Convergence Culture: Where Old and New Media Collide


Henry Jenkins - 2006
    He takes us into the secret world of "Survivor" Spoilers, where avid internet users pool their knowledge to unearth the show's secrets before they are revealed on the air. He introduces us to young "Harry Potter" fans who are writing their own Hogwarts tales while executives at Warner Brothers struggle for control of their franchise. He shows us how "The Matrix" has pushed transmedia storytelling to new levels, creating a fictional world where consumers track down bits of the story across multiple media channels.Jenkins argues that struggles over convergence will redefine the face of American popular culture. Industry leaders see opportunities to direct content across many channels to increase revenue and broaden markets. At the same time, consumers envision a liberated public sphere, free of network controls, in a decentralized media environment. Sometimes corporate and grassroots efforts reinforce each other, creating closer, more rewarding relations between media producers and consumers. Sometimes these two forces are at war.Jenkins provides a riveting introduction to the world where every story gets told and every brand gets sold across multiple media platforms. He explains the cultural shift that is occurring as consumers fight for control across disparate channels, changing the way we do business, elect our leaders, and educate our children.

Game Programming Patterns


Robert Nystrom - 2011
    Commercial game development expert Robert Nystrom presents an array of general solutions to problems encountered in game development. For example, you'll learn how double-buffering enables a player to perceive smooth and realistic motion, and how the service locator pattern can help you provide access to services such as sound without coupling your code to any particular sound driver or sound hardware. Games have much in common with other software, but also a number of unique constraints. Some of the patterns in this book are well-known in other domains of software development. Other of the patterns are unique to gaming. In either case, Robert Nystrom bridges from the ivory tower world of software architecture to the in-the-trenches reality of hardcore game programming. You'll learn the patterns and the general problems that they solve. You'll come away able to apply powerful and reusable architectural solutions that enable you to produce higher quality games with less effort than before. Applies classic design patterns to game programming. Introduces new patterns specific to game programming. Brings abstract software architecture down to Earth with approachable writing and an emphasis on simple code that shows each pattern in practice. What you'll learn Overcome architectural challenges unique to game programming Apply lessons from the larger software world to games. Tie different parts of a game (graphics, sound, AI) into a cohesive whole. Create elegant and maintainable architecture. Achieve good, low-level performance. Gain insight into professional, game development. Who this book is forGame Programming Patterns is aimed at professional game programmers who, while successful in shipping games, are frustrated at how hard it sometimes is to add and modify features when a game is under development. Game Programming Patterns shows how to apply modern software practices to the problem of game development while still maintaining the blazing-fast performance demanded by hard-core gamers. Game Programming Patterns also appeals to those learning about game programming in their spare time. Hobbyists and aspiring professionals alike will find much to learn in this book about pathfinding, collision detection, and other game-programming problem domains.

Game Engine Architecture


Jason Gregory - 2009
    The concepts and techniques described are the actual ones used by real game studios like Electronic Arts and Naughty Dog. The examples are often grounded in specific technologies, but the discussion extends way beyond any particular engine or API. The references and citations make it a great jumping off point for those who wish to dig deeper into any particular aspect of the game development process.Intended as the text for a college level series in game programming, this book can also be used by amateur software engineers, hobbyists, self-taught game programmers, and existing members of the game industry. Junior game engineers can use it to solidify their understanding of game technology and engine architecture. Even senior engineers who specialize in one particular field of game development can benefit from the bigger picture presented in these pages.

Engineering Mechanics of Solids


Egor P. Popov - 1989
    Traditional topics are supplemented by several newly-emerging disciplines, such as the probabilistic basis for structural analysis, and matrix methods.KEY TOPICS: Although retaining its character as a complete traditional book on mechanics of solids with advanced overtones from the first edition, the second edition of Engineering Mechanics of Solids has been significantly revised. The book reflects an emphasis on the SI system of units and presents a simpler approach for calculations of axial stress that provides a more obvious, intuitive approach. It also now includes a greater number of chapters as well as an expanded chapter on Mechanical Properties of Materials and introduces a number of avant-garde topics. Among these topics are an advanced analytic expression for cyclic loading and a novel failure surface for brittle material. MARKET: An essential reference book for civil, mechanical, and aeronautical engineers.

The Visual Display of Quantitative Information


Edward R. Tufte - 1983
    Theory and practice in the design of data graphics, 250 illustrations of the best (and a few of the worst) statistical graphics, with detailed analysis of how to display data for precise, effective, quick analysis. Design of the high-resolution displays, small multiples. Editing and improving graphics. The data-ink ratio. Time-series, relational graphics, data maps, multivariate designs. Detection of graphical deception: design variation vs. data variation. Sources of deception. Aesthetics and data graphical displays. This is the second edition of The Visual Display of Quantitative Information. Recently published, this new edition provides excellent color reproductions of the many graphics of William Playfair, adds color to other images, and includes all the changes and corrections accumulated during 17 printings of the first edition.

CCNA - Cisco Certified Network Associate Study Guide: Exam 640-802


Todd Lammle - 2007
    Completely Revised for the New 2007 Version of the CCNA Exam (#640-802) Cisco networking authority Todd Lammle has completely updated this new edition to cover all of the exam objectives for the latest version of the CCNA exam.

Schaum's Outline of College Physics


Frederick J. Bueche - 2006
    Provides a review of introductory noncalculus-based physics for those who do not have a strong background in mathematics.