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The Case of the Missing Mascot - Entering their first year in high school, Jess & Katie will encounter the many challenges that you might expect. However, what they didn't expect, was some unexpected flirting--with each other! In the midst of another investigation, will this innocent flirting distract them from their investigation? Or will they set those feelings aside to solve the case of the missing mascot? The Haunted House: Quest for the Hidden Treasure! - Jess & Katie are looking forward to a fun-filled summer when an unexpected visitor leads them on an investigation of a haunted house. As they search for clues both past and present, will their investigation lead them to solving the mystery? Or will they find that their quest has just begun?
Through the use of humour, fun exercises, and a plethora of innovative and interesting selections from writers such as Dave Barry, Al Franken, J.R.R. Tolkien, as well as from the film 'The Matrix', this text hones students' critical thinking skills.
Many books have been written about Appalachia, but few have voiced its concerns with the warmth and directness of this one. From hundreds of interviews gathered by the Appalachian Oral History Project, editors Laurel Shackelford and Bill Weinberg have woven a rich verbal tapestry that portrays the people and the region in all their variety. The words on the page have the ring of truth, for these are the people of Appalachia speaking for themselves. Here they recollect an earlier time of isolation but of independence and neighborliness. For a nearer time they tell of the great changes that took place in Appalachia with the growth of coal mining and railroads and the disruption of old ways. Persisting through the years and sounding clearly in the interviews are the dignity of the Appalachian people and their close ties with the land, despite the exploitation and change they have endured. When first published, Our Appalachia was widely praised. This new edition again makes available an authentic source of social history for all those with an interest in the region.
This book provides a broad overview of the key concepts in public archaeology, a research field that examines the relationship between archaeology and the public, in both theoretical and practical terms. While based on the long-standing programme of undergraduate and graduate teaching in public archaeology at UCL’s renowned Institute of Archaeology, the book also takes into account the growth of scholarship from around the world and seeks to clarify what exactly ‘public archaeology’ is by promoting an inclusive, socially and politically engaged vision of the discipline. Written for students and practitioners, the individual chapters provide textbook-level introductions to the themes, theories and controversies that connect archaeology to wider society, from the trade in illicit antiquities to the use of digital media in public engagement, and point readers to the most relevant case studies and learning resources to aid their further study. This book was produced as part of JISC's Institution as e-Textbook Publisher project. Find out more at https://www.jisc.ac.uk/rd/projects/institution-as-e-textbook-publisher Praise for Key Concepts in Archaeology 'Littered throughout with concise and well-chosen case studies, Key Concepts in Public Archaeology could become essential reading for undergraduates and is a welcome reminder of where archaeology sits in UK society today.' British Archaeology
One of the founders of the posthumanities, Donna J. Haraway is professor in the History of Consciousness program at the University of California, Santa Cruz. Author of many books and widely read essays, including the now-classic essay "The Cyborg Manifesto," she received the J.D. Bernal Prize in 2000, a lifetime achievement award from the Society for Social Studies in Science. Thyrza Nicholas Goodeve is a professor of Art History at the School of Visual Arts.
The complex material histories of the Nintendo Entertainment System platform, from code to silicon, focusing on its technical constraints and its expressive affordances. In the 1987 Nintendo Entertainment System videogame Zelda II: The Adventure of Link, a character famously declared: I AM ERROR. Puzzled players assumed that this cryptic mesage was a programming flaw, but it was actually a clumsy Japanese-English translation of “My Name is Error,” a benign programmer's joke. In I AM ERROR Nathan Altice explores the complex material histories of the Nintendo Entertainment System (and its Japanese predecessor, the Family Computer), offering a detailed analysis of its programming and engineering, its expressive affordances, and its cultural significance. Nintendo games were rife with mistranslated texts, but, as Altice explains, Nintendo's translation challenges were not just linguistic but also material, with consequences beyond simple misinterpretation. Emphasizing the technical and material evolution of Nintendo's first cartridge-based platform, Altice describes the development of the Family Computer (or Famicom) and its computational architecture; the “translation” problems faced while adapting the Famicom for the U.S. videogame market as the redesigned Entertainment System; Nintendo's breakthrough console title Super Mario Bros. and its remarkable software innovations; the introduction of Nintendo's short-lived proprietary disk format and the design repercussions on The Legend of Zelda; Nintendo's efforts to extend their console's lifespan through cartridge augmentations; the Famicom's Audio Processing Unit (APU) and its importance for the chiptunes genre; and the emergence of software emulators and the new kinds of play they enabled.