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Games that show how mathematics can solve the apparently unsolvable. This book presents a series of engaging games that seem unsolvable--but can be solved when they are translated into mathematical terms. How can players find their ID cards when the cards are distributed randomly among twenty boxes? By applying the theory of permutations. How can a player guess the color of her own hat when she can only see other players' hats? Hamming codes, which are used in communication technologies. Like magic, mathematics solves the apparently unsolvable. The games allow readers, including university students or anyone with high school-level math, to experience the joy of mathematical discovery.
Raven Games is a novel focused on four characters: (1) David Elwin, who studies Grizzly bear populations in the Pacific Northwest, Alaska, and Canada and who is drawn into the world of Haida spirituality by (2) Jamie Bear Mother’s Daughter and (3) her Grandfather, Born of Songs, who is a Haida shaman, and (4) Jonathan Blue Heron, who is trying to escape from being a Haida by transforming himself into a white man. David Elwin and Jonathan become friends during the Vietnam War. David Elwin is drawn into the Haida world as a replacement for Jonathan Blue Heron by gradually embodying both the Haida worldview and a white culture’s worldview.
Following on from the phenomenal success of NECRONOMICON comes ELDRITCH TALES. Howard Phillips Lovecraft died at the age of 47, but in his short life he turned out dozens of stories which changed the face of horror. His extraordinary imagination spawned both the Elder God Cthulhu and his eldritch cohorts, and the strangely compelling town of Innsmouth, all of which feature within these pages. This collection gathers together the rest of Lovecraft's rarely seen but extraordinary short fiction, including the whole of the long-out-of-print collection FUNGI FROM YOGGOTH. Many of these stories have never been available in the UK! Stephen Jones, one of the world's foremost editors of dark fiction, will complete the Lovecraft story in his extensive afterword, and award-winning artist Les Edwards will provide numerous illustrations for this must-have companion volume to NECRONOMICON.
The Foxes are a fractured mess, but their latest disaster might be the miracle they've always needed to come together as a team. The one person standing in their way is Andrew, and the only one who can break through his personal barriers is Neil.Except Andrew doesn't give up anything for free and Neil is terrible at trusting anyone but himself. The two don't have much time to come to terms with their situation before outside forces start tearing them apart. Riko is intent on destroying Neil's fragile new life, and the Foxes have just become collateral damage.Neil's days are numbered, but he's learning the hard way to go down fighting for what he believes in, and Neil believes in Andrew even if Andrew won't believe in himself.
In a world ruled by supernatural beings, three powerful empires emerged with different ideologies. The equation of the existence of beings in this new world was based upon the abilities one had or did not have. Amidst it all, the lives of two siblings unfurls, revealing little-known secrets that could challenge the ideology of dominant empires. Caught between the war and the machinations of the different empires, the Crown twins discover life, love, and secrets while driving through the web of deceptions plotted by invincible hands trying to deceive the other. In the process, they learned their purposes for being who they were, exploring their roles in the politically thrilling milieu.
Birds of mystery, intelligence, and curiosity, ravens and crows have fascinated humans for untold centuries. In this first in a series of beautifully illustrated books that celebrate the power and beauty of the animal kingdom, Catherine Feher-Elston considers the raven in the contexts of mythology, folklore, history, and science. From the raven's role as trickster in Native American religion to his ability to captivate ornithologists and biologists with his intriguing behaviors, Ravensong pays tribute to the elegance and grandeur of two of America's most ubiquitous avian species.
Since the 18th century, researchers and scientists have traveled the peninsula of Kamchatka in the Russian Far East. Many of them were of German origin and had been commissioned by the Russian government to perform specific tasks. Their exhaustive descriptions and detailed reports are still considered some of the most valuable documents on the ethnography of the indigenous peoples of that part of the world. These works inform us about living conditions and particular ways of natural resource use at various times, and provide us with valuable background information for current assessment. As the first profound anthropological descriptions of that region, the publications of the Jesup North Pacific Expedition, undertaken in the first years of the 20th century, marked the beginning of a new era of research in Russia. They represented a shift of the already existing transnational research networks toward North America. Jochelson’s work The Koryak was an important milestone for Russian and North American anthropology that provides to this day a unique contribution to thoroughly understanding the cultures of the North Pacific rim.
A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.