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"Neither an academic tome nor a prescriptive 'how to' guide, The Theory and Practice of Online Learning is an illuminating collection of essays by practitioners and scholars active in the complex field of distance education. Distance education has evolved significantly in its 150 years of existence. For most of this time, it was an individual pursuit defined by infrequent postal communication. But recently, three more developmental generations have emerged, supported by television and radio, teleconferencing, and computer conferencing. The early 21st century has produced a fifth generation, based on autonomous agents and intelligent, database-assisted learning, that has been referred to as Web 2.0. The second edition of "The Theory and Practice of Online Learning" features updates in each chapter, plus four new chapters on current distance education issues such as connectivism and social software innovations."--BOOK JACKET.
The dramatic history behind one of WWII’s most powerful—and dangerous—planes, “spiced with many first-hand accounts, American and British” (Aeroplane). Despite everything, I felt very lucky to have flown Corsairs. They were the best, you know, even though it took me some time to realize this when so many friends died flying them. —Colin Facer, Corsair pilot, HMS Illustrious The Vought-Sikorsky Corsair was one of the most potent fighters of WWII—and one of the most flawed. Conceived by Rex Beisel, Vought’s Chief Designer in 1938, it was condemned by the US Navy as too dangerous for carrier operations and wasn’t certified for use at sea. With British companies unable to build fighters with sufficient range and potency for carrier use, the Admiralty sought alternatives, and due to Roosevelt’s Lend Lease program, they could acquire weapons from American factories. In practice, this meant standing in line behind the US military for service, but it still opened up new opportunities. So with newly built Corsairs being stockpiled and the promise of an improved version to come, the Royal Navy saw an opening worthy of development and exploited it. By the end of the war, the Fleet Air Arm had acquired more than 2,000 Corsairs to equip its squadrons. But the risks identified by the USN were largely ignored by the Royal Navy and far too many men and aircraft were lost in accidents as a result. Yet in the hands of experienced carrier pilots, its virtues were only too apparent and, in due course, they achieved great things. Eventually, the US Navy noted this “success” and certified the Corsair for use on their carriers too, but the aircraft never entirely lost its reputation as a “widowmaker.” This book, with photos included, describes the Corsair’s development and tells the sad but inspiring story of the young men who struggled and suffered to make the Corsair a going concern in the most vicious, unforgiving war one can imagine. The author met and corresponded with almost a hundred veterans from America, Britain, New Zealand, and Canada. Their recollections made this book possible—and through their vivid memories we can experience what it felt like to be barely of age, a civilian called to arms, and a fighter pilot.
Offers a definition of differentiated instruction, and provides principles and strategies designed to help teachers create learning environments that address the different learning styles, interests, and readiness levels found in a typical mixed-ability classroom.
Acknowledgments -- Introduction: the power of algorithms -- A society, searching -- Searching for Black girls -- Searching for people and communities -- Searching for protections from search engines -- The future of knowledge in the public -- The future of information culture -- Conclusion: algorithms of oppression -- Epilogue -- Notes -- Bibliography -- Index -- About the author
In this new and improved third edition of the highly popular Game Engine Architecture, Jason Gregory draws on his nearly two decades of experience at Midway, Electronic Arts and Naughty Dog to present both the theory and practice of game engine software development. In this book, the broad range of technologies and techniques used by AAA game studios are each explained in detail, and their roles within a real industrial-strength game engine are illustrated. New to the Third Edition This third edition offers the same comprehensive coverage of game engine architecture provided by previous editions, along with updated coverage of: computer and CPU hardware and memory caches, compiler optimizations, C++ language standardization, the IEEE-754 floating-point representation, 2D user interfaces, plus an entirely new chapter on hardware parallelism and concurrent programming. This book is intended to serve as an introductory text, but it also offers the experienced game programmer a useful perspective on aspects of game development technology with which they may not have deep experience. As always, copious references and citations are provided in this edition, making it an excellent jumping off point for those who wish to dig deeper into any particular aspect of the game development process. Key Features Covers both the theory and practice of game engine software development Examples are grounded in specific technologies, but discussion extends beyond any particular engine or API. Includes all mathematical background needed. Comprehensive text for beginners and also has content for senior engineers.