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cool math games civilization: The Fabric of Civilization Virginia Postrel, 2020-11-10 From Paleolithic flax to 3D knitting, explore the global history of textiles and the world they weave together in this enthralling and educational guide. The story of humanity is the story of textiles -- as old as civilization itself. Since the first thread was spun, the need for textiles has driven technology, business, politics, and culture. In The Fabric of Civilization, Virginia Postrel synthesizes groundbreaking research from archaeology, economics, and science to reveal a surprising history. From Minoans exporting wool colored with precious purple dye to Egypt, to Romans arrayed in costly Chinese silk, the cloth trade paved the crossroads of the ancient world. Textiles funded the Renaissance and the Mughal Empire; they gave us banks and bookkeeping, Michelangelo's David and the Taj Mahal. The cloth business spread the alphabet and arithmetic, propelled chemical research, and taught people to think in binary code. Assiduously researched and deftly narrated, The Fabric of Civilization tells the story of the world's most influential commodity. |
cool math games civilization: Madness and Civilization Michel Foucault, 2013-01-30 Michel Foucault examines the archeology of madness in the West from 1500 to 1800 - from the late Middle Ages, when insanity was still considered part of everyday life and fools and lunatics walked the streets freely, to the time when such people began to be considered a threat, asylums were first built, and walls were erected between the insane and the rest of humanity. |
cool math games civilization: Resonant Games Eric Klopfer, Jason Haas, Scot Osterweil, Louisa Rosenheck, 2018-07-17 Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom. |
cool math games civilization: Content-Based Curriculum for High-Ability Learners No Contributor, Joyce VanTassel-Baska, 2010-07 This newly updated edition provides a solid introduction to curriculum development in gifted and talented education. Written by experts in the field of gifted education, this text uses cutting-edge curriculum design techniques and aligns the core content with national and state standards. In addition to a revision of the original chapters, the second edition contains new chapters on topics such as second language learning, leadership, arts curriculum, and technology. The text identifies the basic principles of curriculum development : accelerated learning within the core content areas, use of higher order process skills, development of creative student products, and concept development and learning. These techniques are incorporated into a chapter on each core content area : language arts, mathematics, science, and social studies, as well as world languages and the arts. The final chapters focus on the roles of teachers, program coordinators, and administrators during curriculum design, including selecting resources and materials, aligning curriculum, and assessing student learning. --from back cover. |
cool math games civilization: Eight Eurocentric Historians James Morris Blaut, 2000-08-10 This text examines and critiques the work of a diverse group of Eurocentric historians who have strongly shaped our understanding of world history. It provides invaluable insights and tools for readers across a range of disciplines. |
cool math games civilization: Technics and Civilization Lewis Mumford, 2010-10-30 Technics and Civilization first presented its compelling history of the machine and critical study of its effects on civilization in 1934—before television, the personal computer, and the Internet even appeared on our periphery. Drawing upon art, science, philosophy, and the history of culture, Lewis Mumford explained the origin of the machine age and traced its social results, asserting that the development of modern technology had its roots in the Middle Ages rather than the Industrial Revolution. Mumford sagely argued that it was the moral, economic, and political choices we made, not the machines that we used, that determined our then industrially driven economy. Equal parts powerful history and polemic criticism, Technics and Civilization was the first comprehensive attempt in English to portray the development of the machine age over the last thousand years—and to predict the pull the technological still holds over us today. “The questions posed in the first paragraph of Technics and Civilization still deserve our attention, nearly three quarters of a century after they were written.”—Journal of Technology and Culture |
cool math games civilization: The Sumerians Samuel Noah Kramer, 2010-09-17 “A readable and up-to-date introduction to a most fascinating culture” from a world-renowned Sumerian scholar (American Journal of Archaeology). The Sumerians, the pragmatic and gifted people who preceded the Semites in the land first known as Sumer and later as Babylonia, created what was probably the first high civilization in the history of man, spanning the fifth to the second millenniums B.C. This book is an unparalleled compendium of what is known about them. Professor Kramer communicates his enthusiasm for his subject as he outlines the history of the Sumerian civilization and describes their cities, religion, literature, education, scientific achievements, social structure, and psychology. Finally, he considers the legacy of Sumer to the ancient and modern world. “An uncontested authority on the civilization of Sumer, Professor Kramer writes with grace and urbanity.” —Library Journal |
cool math games civilization: Sid Meier's Memoir!: A Life in Computer Games Sid Meier, 2020-09-08 The life and career of the legendary developer celebrated as the “godfather of computer gaming” and creator of Civilization, featuring his rules of good game design. Sid Meier is a foundation of what gaming is for me today. — Phil Spencer, head of Xbox Over his four-decade career, Sid Meier has produced some of the world’s most popular video games, including Sid Meier’s Civilization, which has sold more than 51 million units worldwide and accumulated more than one billion hours of play. Sid Meier’s Memoir! is the story of an obsessive young computer enthusiast who helped launch a multibillion-dollar industry. Writing with warmth and ironic humor, Meier describes the genesis of his influential studio, MicroProse, founded in 1982 after a trip to a Las Vegas arcade, and recounts the development of landmark games, from vintage classics like Pirates! and Railroad Tycoon, to Civilization and beyond. Articulating his philosophy that a video game should be “a series of interesting decisions,” Meier also shares his perspective on the history of the industry, the psychology of gamers, and fascinating insights into the creative process, including his rules of good game design. |
cool math games civilization: The Knowledge Lewis Dartnell, 2015-03-10 How would you go about rebuilding a technological society from scratch? If our technological society collapsed tomorrow what would be the one book you would want to press into the hands of the postapocalyptic survivors? What crucial knowledge would they need to survive in the immediate aftermath and to rebuild civilization as quickly as possible? Human knowledge is collective, distributed across the population. It has built on itself for centuries, becoming vast and increasingly specialized. Most of us are ignorant about the fundamental principles of the civilization that supports us, happily utilizing the latest—or even the most basic—technology without having the slightest idea of why it works or how it came to be. If you had to go back to absolute basics, like some sort of postcataclysmic Robinson Crusoe, would you know how to re-create an internal combustion engine, put together a microscope, get metals out of rock, or even how to produce food for yourself? Lewis Dartnell proposes that the key to preserving civilization in an apocalyptic scenario is to provide a quickstart guide, adapted to cataclysmic circumstances. The Knowledge describes many of the modern technologies we employ, but first it explains the fundamentals upon which they are built. Every piece of technology rests on an enormous support network of other technologies, all interlinked and mutually dependent. You can’t hope to build a radio, for example, without understanding how to acquire the raw materials it requires, as well as generate the electricity needed to run it. But Dartnell doesn’t just provide specific information for starting over; he also reveals the greatest invention of them all—the phenomenal knowledge-generating machine that is the scientific method itself. The Knowledge is a brilliantly original guide to the fundamentals of science and how it built our modern world. |
cool math games civilization: The Grace of Kings Ken Liu, 2015-04-07 One of the Time 100 Best Fantasy Books Of All Time Two men rebel together against tyranny—and then become rivals—in this first sweeping book of an epic fantasy series from Ken Liu, recipient of Hugo, Nebula, and World Fantasy awards. Hailed as one of the best books of 2015 by NPR. Wily, charming Kuni Garu, a bandit, and stern, fearless Mata Zyndu, the son of a deposed duke, seem like polar opposites. Yet, in the uprising against the emperor, the two quickly become the best of friends after a series of adventures fighting against vast conscripted armies, silk-draped airships, and shapeshifting gods. Once the emperor has been overthrown, however, they each find themselves the leader of separate factions—two sides with very different ideas about how the world should be run and the meaning of justice. Fans of intrigue, intimate plots, and action will find a new series to embrace in the Dandelion Dynasty. |
cool math games civilization: The Origin of Consciousness in the Breakdown of the Bicameral Mind Julian Jaynes, 2000-08-15 National Book Award Finalist: “This man’s ideas may be the most influential, not to say controversial, of the second half of the twentieth century.”—Columbus Dispatch At the heart of this classic, seminal book is Julian Jaynes's still-controversial thesis that human consciousness did not begin far back in animal evolution but instead is a learned process that came about only three thousand years ago and is still developing. The implications of this revolutionary scientific paradigm extend into virtually every aspect of our psychology, our history and culture, our religion—and indeed our future. “Don’t be put off by the academic title of Julian Jaynes’s The Origin of Consciousness in the Breakdown of the Bicameral Mind. Its prose is always lucid and often lyrical…he unfolds his case with the utmost intellectual rigor.”—The New York Times “When Julian Jaynes . . . speculates that until late in the twentieth millennium BC men had no consciousness but were automatically obeying the voices of the gods, we are astounded but compelled to follow this remarkable thesis.”—John Updike, The New Yorker “He is as startling as Freud was in The Interpretation of Dreams, and Jaynes is equally as adept at forcing a new view of known human behavior.”—American Journal of Psychiatry |
cool math games civilization: Out Of Control Kevin Kelly, 2009-04-30 Out of Control chronicles the dawn of a new era in which the machines and systems that drive our economy are so complex and autonomous as to be indistinguishable from living things. |
cool math games civilization: Collapse Jared Diamond, 2013-03-21 From the author of Guns, Germs and Steel, Jared Diamond's Collapse: How Societies Choose to Fail or Survive is a visionary study of the mysterious downfall of past civilizations. Now in a revised edition with a new afterword, Jared Diamond's Collapse uncovers the secret behind why some societies flourish, while others founder - and what this means for our future. What happened to the people who made the forlorn long-abandoned statues of Easter Island? What happened to the architects of the crumbling Maya pyramids? Will we go the same way, our skyscrapers one day standing derelict and overgrown like the temples at Angkor Wat? Bringing together new evidence from a startling range of sources and piecing together the myriad influences, from climate to culture, that make societies self-destruct, Jared Diamond's Collapse also shows how - unlike our ancestors - we can benefit from our knowledge of the past and learn to be survivors. 'A grand sweep from a master storyteller of the human race' - Daily Mail 'Riveting, superb, terrifying' - Observer 'Gripping ... the book fulfils its huge ambition, and Diamond is the only man who could have written it' - Economis 'This book shines like all Diamond's work' - Sunday Times |
cool math games civilization: The Player of Games Iain M. Banks, 2009-12-01 The Culture — a human/machine symbiotic society — has thrown up many great Game Players, and one of the greatest is Gurgeh Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game. . . a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life — and very possibly his death. The Culture Series Consider Phlebas The Player of Games Use of Weapons The State of the Art Excession Inversions Look to Windward Matter Surface Detail The Hydrogen Sonata |
cool math games civilization: AI for Game Developers David M. Bourg, Glenn Seemann, 2004 From the author of Physics for Game Developers, comes a new, non-threatening introduction to the complex subject of game programming. |
cool math games civilization: City of Fortune Roger Crowley, 2012-01-24 “The rise and fall of Venice’s empire is an irresistible story and [Roger] Crowley, with his rousing descriptive gifts and scholarly attention to detail, is its perfect chronicler.”—The Financial Times The New York Times bestselling author of Empires of the Sea charts Venice’s astounding five-hundred-year voyage to the pinnacle of power in an epic story that stands unrivaled for drama, intrigue, and sheer opulent majesty. City of Fortune traces the full arc of the Venetian imperial saga, from the ill-fated Fourth Crusade, which culminates in the sacking of Constantinople in 1204, to the Ottoman-Venetian War of 1499–1503, which sees the Ottoman Turks supplant the Venetians as the preeminent naval power in the Mediterranean. In between are three centuries of Venetian maritime dominance, during which a tiny city of “lagoon dwellers” grow into the richest place on earth. Drawing on firsthand accounts of pitched sea battles, skillful negotiations, and diplomatic maneuvers, Crowley paints a vivid picture of this avaricious, enterprising people and the bountiful lands that came under their dominion. From the opening of the spice routes to the clash between Christianity and Islam, Venice played a leading role in the defining conflicts of its time—the reverberations of which are still being felt today. “[Crowley] writes with a racy briskness that lifts sea battles and sieges off the page.”—The New York Times “Crowley chronicles the peak of Venice’s past glory with Wordsworthian sympathy, supplemented by impressive learning and infectious enthusiasm.”—The Wall Street Journal |
cool math games civilization: Lost Technologies of Ancient Egypt Christopher Dunn, 2010-06-24 A unique study of the engineering and tools used to create Egyptian monuments • Presents a stone-by-stone analysis of key Egyptian monuments, including the statues of Ramses II and the tunnels of the Serapeum • Reveals that highly refined tools and mega-machines were used in ancient Egypt From the pyramids in the north to the temples in the south, ancient artisans left their marks all over Egypt, unique marks that reveal craftsmanship we would be hard pressed to duplicate today. Drawing together the results of more than 30 years of research and nine field study journeys to Egypt, Christopher Dunn presents a stunning stone-by-stone analysis of key Egyptian monuments, including the statue of Ramses II at Luxor and the fallen crowns that lay at its feet. His modern-day engineering expertise provides a unique view into the sophisticated technology used to create these famous monuments in prehistoric times. Using modern digital photography, computer-aided design software, and metrology instruments, Dunn exposes the extreme precision of these monuments and the type of advanced manufacturing expertise necessary to produce them. His computer analysis of the statues of Ramses II reveals that the left and right sides of the faces are precise mirror images of each other, and his examination of the mysterious underground tunnels of the Serapeum illuminates the finest examples of precision engineering on the planet. Providing never-before-seen evidence in the form of more than 280 photographs, Dunn’s research shows that while absent from the archaeological record, highly refined tools, techniques, and even mega-machines must have been used in ancient Egypt. |
cool math games civilization: The Culture and Civilisation of Ancient India in HIstorical Outline D D Kosambi, 2022-09-01 First published in 1965, The Culture and Civilisation of Ancient India in Historical Outline is a strikingly original work, the first real cultural history of India. The main features of the Indian character are traced back into remote antiquity as the natural outgrowth of historical process. Did the change from food gathering and the pastoral life to agriculture make new religions necessary? Why did the Indian cities vanish with hardly a trace and leave no memory? Who were the Aryans – if any? Why should Buddhism, Jainism, and so many other sects of the same type come into being at one time and in the same region? How could Buddhism spread over so large a part of Asia while dying out completely in the land of its origin? What caused the rise and collapse of the Magadhan empire; was the Gupta empire fundamentally different from its great predecessor, or just one more ‘oriental despotism’? These are some of the many questions handled with great insight, yet in the simplest terms, in this stimulating work. This book will be of interest to students of history, sociology, archaeology, anthropology, cultural studies, South Asian studies and ethnic studies. |
cool math games civilization: The ABCs of How We Learn: 26 Scientifically Proven Approaches, How They Work, and When to Use Them Daniel L. Schwartz, Jessica M. Tsang, Kristen P. Blair, 2016-07-26 Selected as one of NPR's Best Books of 2016, this book offers superior learning tools for teachers and students, from A to Z. An explosive growth in research on how people learn has revealed many ways to improve teaching and catalyze learning at all ages. The purpose of this book is to present this new science of learning so that educators can creatively translate the science into exceptional practice. The book is highly appropriate for the preparation and professional development of teachers and college faculty, but also parents, trainers, instructional designers, psychology students, and simply curious folks interested in improving their own learning. Based on a popular Stanford University course, The ABCs of How We Learn uses a novel format that is suitable as both a textbook and a popular read. With everyday language, engaging examples, a sense of humor, and solid evidence, it describes 26 unique ways that students learn. Each chapter offers a concise and approachable breakdown of one way people learn, how it works, how we know it works, how and when to use it, and what mistakes to avoid. The book presents learning research in a way that educators can creatively translate into exceptional lessons and classroom practice. The book covers field-defining learning theories ranging from behaviorism (R is for Reward) to cognitive psychology (S is for Self-Explanation) to social psychology (O is for Observation). The chapters also introduce lesser-known theories exceptionally relevant to practice, such as arousal theory (X is for eXcitement). Together the theories, evidence, and strategies from each chapter can be combined endlessly to create original and effective learning plans and the means to know if they succeed. |
cool math games civilization: The Twelve Tables Anonymous, 2019-12-05 This book presents the legislation that formed the basis of Roman law - The Laws of the Twelve Tables. These laws, formally promulgated in 449 BC, consolidated earlier traditions and established enduring rights and duties of Roman citizens. The Tables were created in response to agitation by the plebeian class, who had previously been excluded from the higher benefits of the Republic. Despite previously being unwritten and exclusively interpreted by upper-class priests, the Tables became highly regarded and formed the basis of Roman law for a thousand years. This comprehensive sequence of definitions of private rights and procedures, although highly specific and diverse, provided a foundation for the enduring legal system of the Roman Empire. |
cool math games civilization: Two Tales of Brothers from Ancient Mesopotamia John Heffernan, 2016-05-14 Lively and exciting retelling by popular author John Heffernan of two tales from the ancient Mesopotamian Epic of Gilgamesh, illustrated in striking sumptuous style by new illustrator Kate Durack. |
cool math games civilization: Lords of the Earth Don Richardson, 2008-08-01 Engulfed in the darkness of Irian Jaya's Snow Mountains live the Yali, naked cannibals who call themselves lords of the earth. Yet, in spite of their boldness, they live in terror and bondage to the women-hating, child-despising gods they serve. Missionary Stan Dale dared to enter their domain and be an instrument to change their future. Peace Child author, Don Richardson, tells the story of Dale, his wife, his companions, and thousands of Yali tribesmen in Lords of the Earth. This unforgettable tale of faithful determination and zeal against overwhelming odds brings unlikely characters together in a swirl of agony and bloodshed climaxing in a dramatic, unexpected ending. Readers will find their perceptions of how God moves enlarged and inspired by this classic story. For parents and youth leaders looking for real-life role models for the new generation of young people, you will want to meet the Dales in Lords of the Earth. |
cool math games civilization: Sophie's World Jostein Gaarder, 2007-03-20 A page-turning novel that is also an exploration of the great philosophical concepts of Western thought, Jostein Gaarder's Sophie's World has fired the imagination of readers all over the world, with more than twenty million copies in print. One day fourteen-year-old Sophie Amundsen comes home from school to find in her mailbox two notes, with one question on each: Who are you? and Where does the world come from? From that irresistible beginning, Sophie becomes obsessed with questions that take her far beyond what she knows of her Norwegian village. Through those letters, she enrolls in a kind of correspondence course, covering Socrates to Sartre, with a mysterious philosopher, while receiving letters addressed to another girl. Who is Hilde? And why does her mail keep turning up? To unravel this riddle, Sophie must use the philosophy she is learning—but the truth turns out to be far more complicated than she could have imagined. |
cool math games civilization: 81 Fresh & Fun Critical-thinking Activities Laurie Rozakis, 1998 Help children of all learning styles and strengths improve their critical thinking skills with these creative, cross-curricular activities. Each engaging activity focuses on skills such as recognizing and recalling, evaluating, and analyzing. |
cool math games civilization: 1001 Inventions Salim T. S. Al-Hassani, 2012 Modern society owes a tremendous amount to the Muslim world for the many groundbreaking scientific and technological advances that were pioneered during the Golden Age of Muslim civilization between the 7th and 17th centuries. Every time you drink coffee, eat a three-course meal, get a whiff of your favorite perfume, take shelter in an earthquake-resistant structure, get a broken bone set or solve an algebra problem, it is in part due to the discoveries of Muslim civilization. |
cool math games civilization: Burn Albert Bates, Kathleen Draper, 2020-04-14 In order to rescue ourselves from climate catastrophe, we need to radically alter how humans live on Earth. We have to go from spending carbon to banking it. We have to put back the trees, wetlands, and corals. We have to regrow the soil and turn back the desert. We have to save whales, wombats, and wolves. We have to reverse the flow of greenhouse gases and send them in exactly the opposite direction: down, not up. We have to flip the carbon cycle and run it backwards. For such a revolutionary transformation we’ll need civilization 2.0. A secret unlocked by the ancients of the Amazon for its ability to transform impoverished tropical soils into terra preta—fertile black earths—points the way. The indigenous custom of converting organic materials into long lasting carbon has enjoyed a reawakening in recent decades as the quest for more sustainable farming methods has grown. Yet the benefits of this carbonized material, now called biochar, extend far beyond the soil. Pyrolyzing carbon has the power to restore a natural balance by unmining the coal and undrilling the oil and gas. Employed to its full potential, it can run the carbon cycle in reverse and remake Earth as a garden planet. Burn looks beyond renewable biomass or carbon capture energy systems to offer a bigger and bolder vision for the next phase of human progress, moving carbon from wasted sources: • into soils and agricultural systems to rebalance the carbon, nitrogen, and related cycles; enhance nutrient density in food; rebuild topsoil; and condition urban and agricultural lands to withstand flooding and drought • to cleanse water by carbon filtration and trophic cascades within the world’s rivers, oceans, and wetlands • to shift urban infrastructures such as buildings, roads, bridges, and ports, incorporating drawdown materials and components, replacing steel, concrete, polymers, and composites with biological carbon • to drive economic reorganization by incentivizing carbon drawdown Fully developed, this approach costs nothing—to the contrary, it can save companies money or provide new revenue streams. It contains the seeds of a new, circular economy in which energy, natural resources, and human ingenuity enter a virtuous cycle of improvement. Burn offers bold new solutions to climate change that can begin right now. |
cool math games civilization: Academic Language/Literacy Strategies for Adolescents Debra L. Cook Hirai, Irene Borrego, Emilio Garza, Carl T. Kloock, 2013-02-01 Fast-paced, practical, and innovative, this text for pre-service and in-service teachers features clear, easily accessible lessons and professional development activities to improve the delivery of academic language/literacy education across the content areas in junior/middle school and high school classrooms. Numerous hands-on tools and techniques demonstrate the effectiveness of content-area instruction for students in a wide variety of school settings, particularly English language learners, struggling readers, and other special populations of students. Based on a strong professional development model the authors have been instrumental in designing, Academic Language/Literacy Strategies for Adolescents addresses: motivation attributes of academic language vocabulary: theory and practice reading skills development grammar and writing. A wealth of charts, graphs, and lesson plans give clear examples of academic language/literacy strategies in action. The appendices – a key component of the practical applications developed in the text – include a glossary, exemplary lessons that address key content areas, and a Grammar Handbook. In this era of increased accountability, coupled with rapid demographic change and challenges to traditional curricula and pedagogical methods, educators will find this book to be a great resource. |
cool math games civilization: The End of Nature Bill McKibben, 2014-09-03 Reissued on the tenth anniversary of its publication, this classic work on our environmental crisis features a new introduction by the author, reviewing both the progress and ground lost in the fight to save the earth. This impassioned plea for radical and life-renewing change is today still considered a groundbreaking work in environmental studies. McKibben's argument that the survival of the globe is dependent on a fundamental, philosophical shift in the way we relate to nature is more relevant than ever. McKibben writes of our earth's environmental cataclysm, addressing such core issues as the greenhouse effect, acid rain, and the depletion of the ozone layer. His new introduction addresses some of the latest environmental issues that have risen during the 1990s. The book also includes an invaluable new appendix of facts and figures that surveys the progress of the environmental movement. More than simply a handbook for survival or a doomsday catalog of scientific prediction, this classic, soulful lament on Nature is required reading for nature enthusiasts, activists, and concerned citizens alike. |
cool math games civilization: Designing Games Tynan Sylvester, 2013-01-03 Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design |
cool math games civilization: For All the Tea in China Sarah Rose, 2010-03-18 A dramatic historical narrative of the man who stole the secret of tea from China In 1848, the British East India Company, having lost its monopoly on the tea trade, engaged Robert Fortune, a Scottish gardener, botanist, and plant hunter, to make a clandestine trip into the interior of China—territory forbidden to foreigners—to steal the closely guarded secrets of tea horticulture and manufacturing. For All the Tea in China is the remarkable account of Fortune's journeys into China—a thrilling narrative that combines history, geography, botany, natural science, and old-fashioned adventure. Disguised in Mandarin robes, Fortune ventured deep into the country, confronting pirates, hostile climate, and his own untrustworthy men as he made his way to the epicenter of tea production, the remote Wu Yi Shan hills. One of the most daring acts of corporate espionage in history, Fortune's pursuit of China's ancient secret makes for a classic nineteenth-century adventure tale, one in which the fate of empires hinges on the feats of one extraordinary man. |
cool math games civilization: Venice Thomas F. Madden, 2012-10-25 An extraordinary chronicle of Venice, its people, and its grandeur Thomas Madden’s majestic, sprawling history of Venice is the first full portrait of the city in English in almost thirty years. Using long-buried archival material and a wealth of newly translated documents, Madden weaves a spellbinding story of a place and its people, tracing an arc from the city’s humble origins as a lagoon refuge to its apex as a vast maritime empire and Renaissance epicenter to its rebirth as a modern tourist hub. Madden explores all aspects of Venice’s breathtaking achievements: the construction of its unparalleled navy, its role as an economic powerhouse and birthplace of capitalism, its popularization of opera, the stunning architecture of its watery environs, and more. He sets these in the context of the rise and fall of the Byzantine Empire, the endless waves of Crusades to the Holy Land, and the awesome power of Turkish sultans. And perhaps most critically, Madden corrects the stereotype of Shakespeare’s money-lending Shylock that has distorted the Venetian character, uncovering instead a much more complex and fascinating story, peopled by men and women whose ingenuity and deep faith profoundly altered the course of civilization. |
cool math games civilization: Life as We Knew it Susan Beth Pfeffer, 2008 I guess I always felt even if the world came to an end, McDonald's still would be open. High school sophomore Miranda's disbelief turns to fear in a split second when an asteroid knocks the moon closer to Earth, like one marble hits another. The result is catastrophic. How can her family prepare for the future when worldwide tsunamis are wiping out the coasts, earthquakes are rocking the continents, and volcanic ash is blocking out the sun? As August turns dark and wintery in northeastern Pennsylvania, Miranda, her two brothers, and their mother retreat to the unexpected safe haven of their sunroom, where they subsist on stockpiled food and limited water in the warmth of a wood-burning stove. Told in a year's worth of journal entries, this heart-pounding story chronicles Miranda's struggle to hold on to the most important resource of all--hope--in an increasingly desperate and unfamiliar world. An extraordinary series debut Susan Beth Pfeffer has written several companion novels to Life As We Knew It, including The Dead and the Gone, This World We Live In, and The Shade of the Moon. |
cool math games civilization: Mayas, Incas, and Aztecs Wendy Conklin, 2007-01-05 The Mayas, Incas, and Aztecs were three groups of people found living in the ancient Americas. Though they were clearly alike, they were also unique. All three civilizations ended when Spanish explorers moved into the Americas. |
cool math games civilization: Starry Messenger: Cosmic Perspectives on Civilisation Neil deGrasse Tyson, 2022-09-29 Bringing his cosmic perspective to civilization on Earth, Neil deGrasse Tyson, bestselling author of Astrophysics for People in a Hurry, shines new light on the crucial fault lines of our time–war, politics, religion, truth, beauty, gender, race, and tribalism–in a way that stimulates a deeper sense of unity for us all. |
cool math games civilization: Civilizations and World Order Elena Chebankova, Piotr Dutkiewicz, 2021-10-14 This timely and original volume fills the gaps in the existing theoretical and philosophical literature on international relations by problematizing civilization as a new unit of research in global politics. It interrogates to what extent and in what ways civilization is becoming a strategic frame of reference in the current world order. The book complements and advances the existing field of study previously dominated by other approaches – economic, national, class-based, racial, and colonial – and tests its key philosophical suppositions against countries that exhibit civilizational ambitions. The authors are all leading international scholars in the fields of political theory, IR, cultural analysis, and area studies who deal with various aspects of the civilizational arena. Offering key chapters on ideology, multipolarity, modernity, liberal democracy, and capitalism, this book extends the existing methodological, theoretical, and empirical debates for IR and area studies scholars globally. It will be of great interest to politicians, public opinion makers, and all those concerned with the evolution of world affairs. |
cool math games civilization: Free from Civilization Enrico Manicardi, 2013-07-01 In clear, impassioned prose, Enrico Manicardi analyzes the evils of our age from their genesis. This or that economic, technological or cultural model is not to blame for our current crisis; the blame lies with economics, technology and culture as such. It is the ideology of fear that makes us afraid. It is the mentality of domination that jeopardizes all of our relationships. In short, the problem is civilization. Through its oppressive classes, values and processes that pervade everyone's life, civilization domesticates us, weakens our perceptiveness and distances us from the living world. We must radically change our way of thinking, feeling and behaving before it's too late-we must dam the flood of devitalization that is washing over us, and return to our wilder natures, both inside and outside ourselves. Manicardi's appeal is crystal clear: if we are to survive we must begin to search inside ourselves, not to celebrate the distant past as if it were a cult, but to return to ourselves, to grip life with our own two hands, and build upon that earlier ecocentric conscience which once held the place of the egocentric conscience now leading us astray. Enrico Manicardi was born in 1966 and is a member of La Scintilla, the Society for Libertarian Culture of Modena. A lawyer and founder of the antiauthoritarian media project Infection, he has also played guitar and written music for an eponymous band since the 1980s. His lifelong wish has been to live in a free, radically off-kilter, ecologically sound world, one characterized by warm, spontaneous, non-hierarchical relationships rather than those consecrated by the cult of technology. Troubled by the way people have succumbed to a civilization that estranges, domesticates and regulates everything and everyone, he continues to protest against the modern world's project to enslave us. This book augurs the rise of an increasingly harmonious chorus loud enough to put an end to that project. |
cool math games civilization: Inadequate Equilibria (Draft Version) Eliezer Yudkowsky, 2017-11-16 |
cool math games civilization: Sapiens: A Graphic History, Volume 2 Yuval Noah Harari, 2021-11-02 The ebook is designed to be read on devices with large color displays The Kindle edition is incompatible with iOS. See below for a list of supported devices. This second volume of Sapiens: A Graphic History, the full-color graphic adaptation of Yuval Noah Harari’s #1 New York Times bestseller, focuses on the Agricultural Revolution—when humans fell into a trap we’ve yet to escape: working harder and harder with diminishing returns. What if humanity’s major woes—war, plague, famine and inequality—originated 12,000 years ago, when Homo sapiens converted from nomads to settlers, in pursuit of the fantasy of productivity and efficiency? What if by seeking to control plants and animals, humans ended up being controlled by kings, priests, and Kafkaesque bureaucracy? Volume 2 of Sapiens: A Graphic History–The Pillars of Civilization explores a crucial chapter in human development: the Agricultural Revolution. This is the story of how wheat took over the world; how an unlikely marriage between a god and a bureaucrat created the first empires; and how war, plague, famine, and inequality became an intractable feature of the human condition. But it’s not all doom and gloom with this book’s cast of entertaining characters and colorful humorous scenes. Yuval, Zoe, Prof. Saraswati, Cindy and Bill (now farmers), Detective Lopez, and Dr. Fiction, all introduced in Volume 1, once again travel the length and breadth of human history, this time investigating the impact the Agricultural Revolution has had on our species. The cunning Mephisto shows them how to ensnare humans, King Hammurabi lays down the law, and Confucius explains harmonious society. The origins of modern farming are introduced through Elizabethan tragedy; the changing fortunes of domesticated plants and animals are tracked in the columns of the Daily Business News; the story of urbanization is portrayed as a travel brochure, offering discount journeys to ancient Babylon and China; and the history of inequality unfolds in a superhero detective story; with guest appearances by historical and cultural personalities throughout such as Thomas Jefferson, Scarlett O'Hara, Margaret Thatcher, and John Lennon. Sapiens: A Graphic History, Volume 2 is a radical, witty and colorful retelling of the story of humankind for adults and young adults, and can be read on its own or in sequence with Volume I. |
cool math games civilization: 1001 Inventions & Awesome Facts from Muslim Civilization , 2012 1001 inventions, official children's companion to the exhibition--Cover. |
cool math games civilization: Humble Pi Matt Parker, 2021-01-19 #1 INTERNATIONAL BESTSELLER AN ADAM SAVAGE BOOK CLUB PICK The book-length answer to anyone who ever put their hand up in math class and asked, “When am I ever going to use this in the real world?” “Fun, informative, and relentlessly entertaining, Humble Pi is a charming and very readable guide to some of humanity's all-time greatest miscalculations—that also gives you permission to feel a little better about some of your own mistakes.” —Ryan North, author of How to Invent Everything Our whole world is built on math, from the code running a website to the equations enabling the design of skyscrapers and bridges. Most of the time this math works quietly behind the scenes . . . until it doesn’t. All sorts of seemingly innocuous mathematical mistakes can have significant consequences. Math is easy to ignore until a misplaced decimal point upends the stock market, a unit conversion error causes a plane to crash, or someone divides by zero and stalls a battleship in the middle of the ocean. Exploring and explaining a litany of glitches, near misses, and mathematical mishaps involving the internet, big data, elections, street signs, lotteries, the Roman Empire, and an Olympic team, Matt Parker uncovers the bizarre ways math trips us up, and what this reveals about its essential place in our world. Getting it wrong has never been more fun. |
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