Author: M. E. Castle
Publisher: Darby Creek
ISBN: 1606844059
Category : Juvenile Fiction
Languages : en
Pages : 212
Book Description
The second book in the hilarious middle-grade adventure series The Clone Chronicles. Fisher Bas and Two were able to thwart the evil Dr. X, but after somehow surviving the explosion at TechX Enterprises, Two is in Hollywood looking for his "mother." Fisher must bring him back to Palo Alto before his cloning secret is discovered. When a class field trip to see the Dr. Devilish science show arises, it becomes the perfect opportunity for Fisher to find his clone. But all kinds of complications will get in the way—including Amanda Cantrell, who knows more than Fisher would like about Two's identity. As Fisher, FP, and Amanda team up to find Two, they find trouble, hijinx, and the return of an evil mastermind—all set in the glitz of Hollywood.
Cloneward Bound
Author: M. E. Castle
Publisher: Darby Creek
ISBN: 1606844059
Category : Juvenile Fiction
Languages : en
Pages : 212
Book Description
The second book in the hilarious middle-grade adventure series The Clone Chronicles. Fisher Bas and Two were able to thwart the evil Dr. X, but after somehow surviving the explosion at TechX Enterprises, Two is in Hollywood looking for his "mother." Fisher must bring him back to Palo Alto before his cloning secret is discovered. When a class field trip to see the Dr. Devilish science show arises, it becomes the perfect opportunity for Fisher to find his clone. But all kinds of complications will get in the way—including Amanda Cantrell, who knows more than Fisher would like about Two's identity. As Fisher, FP, and Amanda team up to find Two, they find trouble, hijinx, and the return of an evil mastermind—all set in the glitz of Hollywood.
Publisher: Darby Creek
ISBN: 1606844059
Category : Juvenile Fiction
Languages : en
Pages : 212
Book Description
The second book in the hilarious middle-grade adventure series The Clone Chronicles. Fisher Bas and Two were able to thwart the evil Dr. X, but after somehow surviving the explosion at TechX Enterprises, Two is in Hollywood looking for his "mother." Fisher must bring him back to Palo Alto before his cloning secret is discovered. When a class field trip to see the Dr. Devilish science show arises, it becomes the perfect opportunity for Fisher to find his clone. But all kinds of complications will get in the way—including Amanda Cantrell, who knows more than Fisher would like about Two's identity. As Fisher, FP, and Amanda team up to find Two, they find trouble, hijinx, and the return of an evil mastermind—all set in the glitz of Hollywood.
Clones Vs. Aliens
Author: M. E. Castle
Publisher: Darby Creek
ISBN: 1512441414
Category : Juvenile Fiction
Languages : en
Pages : 288
Book Description
"Twelve-year-old Fisher Bas and his clone work together to save the world after aliens disguised as twelve-year-old girls invade their town"--]cProvided by publisher.
Publisher: Darby Creek
ISBN: 1512441414
Category : Juvenile Fiction
Languages : en
Pages : 288
Book Description
"Twelve-year-old Fisher Bas and his clone work together to save the world after aliens disguised as twelve-year-old girls invade their town"--]cProvided by publisher.
Life Changing
Author: Helen Pilcher
Publisher: Bloomsbury Publishing
ISBN: 1472956737
Category : Nature
Languages : en
Pages : 392
Book Description
SHORTLISTED FOR THE WAINWRIGHT PRIZE FOR WRITING ON GLOBAL CONSERVATION 'Pilcher is both very funny and very, very clever.' Gillian Burke 'Richly entertaining throughout.' Sunday Times For the last three billion years or so, life on Earth was shaped by natural forces. Evolution tended to happen slowly, with species crafted across millennia. Then, a few hundred thousand years ago, along came a bolshie, big-brained, bipedal primate we now call Homo sapiens, and with that, the Earth's natural history came to an abrupt end. We are now living through the post-natural phase, where humans have become the leading force shaping evolution. This thought-provoking book considers the many ways that we've altered the DNA of living things and changed the fate of life on earth. We have carved chihuahuas from wolves and fancy chickens from jungle fowl. We've added spider genes to goats and coral genes to tropical fish. It's possible to buy genetically-modified pets, eat genetically-modified fish and watch cloned ponies thunder up and down the polo field. Now, as our global dominance grows, our influence extends far beyond these species. As we warm our world and radically reshape the biosphere, we affect the evolution of all living things, near and far, from the emergence of novel hybrids such as the pizzly bear, to the entirely new strains of animals and plants that are evolving at breakneck speed to cope with their altered environment. In Life Changing, Helen introduces us to these post-natural creations and talks to the scientists who create, study and tend to them. At a time when the future of so many species is uncertain, we meet some of the conservationists seeking to steer evolution onto firmer footings with novel methods like the 'spermcopter', coral IVF and plans to release wild elephants into Denmark. Helen explores the changing relationship between humans and the natural world, and reveals how, with evidence-based thinking, humans can help life change for the better.
Publisher: Bloomsbury Publishing
ISBN: 1472956737
Category : Nature
Languages : en
Pages : 392
Book Description
SHORTLISTED FOR THE WAINWRIGHT PRIZE FOR WRITING ON GLOBAL CONSERVATION 'Pilcher is both very funny and very, very clever.' Gillian Burke 'Richly entertaining throughout.' Sunday Times For the last three billion years or so, life on Earth was shaped by natural forces. Evolution tended to happen slowly, with species crafted across millennia. Then, a few hundred thousand years ago, along came a bolshie, big-brained, bipedal primate we now call Homo sapiens, and with that, the Earth's natural history came to an abrupt end. We are now living through the post-natural phase, where humans have become the leading force shaping evolution. This thought-provoking book considers the many ways that we've altered the DNA of living things and changed the fate of life on earth. We have carved chihuahuas from wolves and fancy chickens from jungle fowl. We've added spider genes to goats and coral genes to tropical fish. It's possible to buy genetically-modified pets, eat genetically-modified fish and watch cloned ponies thunder up and down the polo field. Now, as our global dominance grows, our influence extends far beyond these species. As we warm our world and radically reshape the biosphere, we affect the evolution of all living things, near and far, from the emergence of novel hybrids such as the pizzly bear, to the entirely new strains of animals and plants that are evolving at breakneck speed to cope with their altered environment. In Life Changing, Helen introduces us to these post-natural creations and talks to the scientists who create, study and tend to them. At a time when the future of so many species is uncertain, we meet some of the conservationists seeking to steer evolution onto firmer footings with novel methods like the 'spermcopter', coral IVF and plans to release wild elephants into Denmark. Helen explores the changing relationship between humans and the natural world, and reveals how, with evidence-based thinking, humans can help life change for the better.
Game of Clones
Author: M. E. Castle
Publisher: Darby Creek
ISBN: 1606844725
Category : Juvenile Fiction
Languages : en
Pages : 190
Book Description
The third installment in the hilarious middle-grade adventure series The Clone Chronicles. Fisher Bas was able to track down his gone-Hollywood Clone—Two—but only with the help of Amanda Cantrell. Now "Three" and Dr. X remain on the loose. If Fisher is going to stop his secret from coming out, he'll have to figure out a cover for his brother clone and keep Three from helping Dr. X take over the world. That proves much harder as Fisher is no longer able to keep Two a secret and crazy things start happening at Wompalog Middle School. Turns out Three has come to Palo Alto bent on eliminating Fisher and Two. The boys will have to pull together their friends and an unlikely ally to stop Three and his clone army. The future of Fisher and Two's hometown depends on it.
Publisher: Darby Creek
ISBN: 1606844725
Category : Juvenile Fiction
Languages : en
Pages : 190
Book Description
The third installment in the hilarious middle-grade adventure series The Clone Chronicles. Fisher Bas was able to track down his gone-Hollywood Clone—Two—but only with the help of Amanda Cantrell. Now "Three" and Dr. X remain on the loose. If Fisher is going to stop his secret from coming out, he'll have to figure out a cover for his brother clone and keep Three from helping Dr. X take over the world. That proves much harder as Fisher is no longer able to keep Two a secret and crazy things start happening at Wompalog Middle School. Turns out Three has come to Palo Alto bent on eliminating Fisher and Two. The boys will have to pull together their friends and an unlikely ally to stop Three and his clone army. The future of Fisher and Two's hometown depends on it.
Real Games
Author: Mia Consalvo
Publisher: MIT Press
ISBN: 0262042606
Category : Games & Activities
Languages : en
Pages : 219
Book Description
How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."
Publisher: MIT Press
ISBN: 0262042606
Category : Games & Activities
Languages : en
Pages : 219
Book Description
How we talk about games as real or not-real, and how that shapes what games are made and who is invited to play them. In videogame criticism, the worst insult might be “That's not a real game!” For example, “That's not a real game, it's on Facebook!” and “That's not a real game, it's a walking simulator!” But how do people judge what is a real game and what is not—what features establish a game's gameness? In this engaging book, Mia Consalvo and Christopher Paul examine the debates about the realness or not-realness of videogames and find that these discussions shape what games get made and who is invited to play them. Consalvo and Paul look at three main areas often viewed as determining a game's legitimacy: the game's pedigree (its developer), the content of the game itself, and the game's payment structure. They find, among other things, that even developers with a track record are viewed with suspicion if their games are on suspect platforms. They investigate game elements that are potentially troublesome for a game's gameness, including genres, visual aesthetics, platform, and perceived difficulty. And they explore payment models, particularly free-to-play—held by some to be a marker of illegitimacy. Finally, they examine the debate around such so-called walking simulators as Dear Esther and Gone Home. And finally, they consider what purpose is served by labeling certain games “real."
Star Wars Episode II: Attack of the Clones
Author: Patricia C Wrede
Publisher: Disney Electronic Content
ISBN: 1484717295
Category : Juvenile Fiction
Languages : en
Pages : 146
Book Description
A long time ago in a galaxy far, far away... A galaxy is undermined. An army emerges. A love is forbidden. A dark turn approaches. The saga continues.
Publisher: Disney Electronic Content
ISBN: 1484717295
Category : Juvenile Fiction
Languages : en
Pages : 146
Book Description
A long time ago in a galaxy far, far away... A galaxy is undermined. An army emerges. A love is forbidden. A dark turn approaches. The saga continues.
Game Changer
Author: Jean-Manuel Izaret
Publisher: John Wiley & Sons
ISBN: 1394190581
Category : Business & Economics
Languages : en
Pages : 439
Book Description
The right pricing strategy can change the entire trajectory of a business, a market, and even society at large. To help you create your best pricing strategy efficiently and confidently, two leaders from BCG are introducing fresh perspectives on pricing that take you far beyond the realm of mind-numbing numbers. In their new book Game Changer: How Strategic Pricing Shapes Businesses, Markets, and Society, Jean-Manuel Izaret and Arnab Sinha simplify and clarify pricing strategy by integrating its many frameworks and concepts into seven distinct pricing games, each with its own proven tools, rules, forces, and structures. To help you pick the right game and play it well, Izaret and Sinha have developed the Strategic Pricing Hexagon, a tool refined through years of testing, iteration, and adaptation. The Hexagon is your portal to a business world where stronger growth and better financial performance come from a set of strategic pricing decisions, not endless myopic quests for optimal prices. But more than that, the Hexagon will change the way you think about and talk about pricing. The current conversation around pricing – as expressed through economics textbooks, Excel spreadsheets, political discourse, and educated guesswork – makes it easy to believe that pricing is nothing more than a technical, tactical and, for most people, boring game of numbers. Game Changer changes that conversation bysharing stories and research that bring the Hexagon and its seven pricing games to life. With research from BCG’s Bruce Henderson Institute and real-world examples from the world's most influential companies, the authors and their colleagues at BCG define pricing strategy as a business leader’s or business owner’s conscious decisions about how money flows in their market. They show how companies succeed in the long term when they focus on collaborative growth and value sharing with customers, not zero-sum value extraction from them. Discover how you can create and implement a winning pricing strategy that changes the trajectory of your business, your market, and even society.
Publisher: John Wiley & Sons
ISBN: 1394190581
Category : Business & Economics
Languages : en
Pages : 439
Book Description
The right pricing strategy can change the entire trajectory of a business, a market, and even society at large. To help you create your best pricing strategy efficiently and confidently, two leaders from BCG are introducing fresh perspectives on pricing that take you far beyond the realm of mind-numbing numbers. In their new book Game Changer: How Strategic Pricing Shapes Businesses, Markets, and Society, Jean-Manuel Izaret and Arnab Sinha simplify and clarify pricing strategy by integrating its many frameworks and concepts into seven distinct pricing games, each with its own proven tools, rules, forces, and structures. To help you pick the right game and play it well, Izaret and Sinha have developed the Strategic Pricing Hexagon, a tool refined through years of testing, iteration, and adaptation. The Hexagon is your portal to a business world where stronger growth and better financial performance come from a set of strategic pricing decisions, not endless myopic quests for optimal prices. But more than that, the Hexagon will change the way you think about and talk about pricing. The current conversation around pricing – as expressed through economics textbooks, Excel spreadsheets, political discourse, and educated guesswork – makes it easy to believe that pricing is nothing more than a technical, tactical and, for most people, boring game of numbers. Game Changer changes that conversation bysharing stories and research that bring the Hexagon and its seven pricing games to life. With research from BCG’s Bruce Henderson Institute and real-world examples from the world's most influential companies, the authors and their colleagues at BCG define pricing strategy as a business leader’s or business owner’s conscious decisions about how money flows in their market. They show how companies succeed in the long term when they focus on collaborative growth and value sharing with customers, not zero-sum value extraction from them. Discover how you can create and implement a winning pricing strategy that changes the trajectory of your business, your market, and even society.
Teaching
Author: Dr Debra Kidd
Publisher: Crown House Publishing
ISBN: 1781351945
Category : Education
Languages : en
Pages : 136
Book Description
Our current education system is overloaded with amendments, additions and adjustments which have been designed to keep an outdated model in the air. But it is crashing. And as it comes down, we see the battle of blame begin. It is time to take our vocation back, to learn to trust ourselves and each other and, crucially, to take control of the direction of education and policy. We have allowed powerful institutions to manipulate the fear of parents and teachers to the extent that neither can see how to proceed without being told what to think. Covering education policy, PISA testing, Ofsted, exams, pedagogy and much more, this book explores how the so-called accountability and quality systems in our country have been used to straightjacket teachers into compliance, even when flying in the face of emerging knowledge and understanding about learning. This is a narrative of hope. Of how the system could be different. It offers tales from within the classroom of learning in spite, but without spite. Of hope, of laughter, of gentle subversion. This is a call to arms in a pedagogical revolution. Will you answer it?
Publisher: Crown House Publishing
ISBN: 1781351945
Category : Education
Languages : en
Pages : 136
Book Description
Our current education system is overloaded with amendments, additions and adjustments which have been designed to keep an outdated model in the air. But it is crashing. And as it comes down, we see the battle of blame begin. It is time to take our vocation back, to learn to trust ourselves and each other and, crucially, to take control of the direction of education and policy. We have allowed powerful institutions to manipulate the fear of parents and teachers to the extent that neither can see how to proceed without being told what to think. Covering education policy, PISA testing, Ofsted, exams, pedagogy and much more, this book explores how the so-called accountability and quality systems in our country have been used to straightjacket teachers into compliance, even when flying in the face of emerging knowledge and understanding about learning. This is a narrative of hope. Of how the system could be different. It offers tales from within the classroom of learning in spite, but without spite. Of hope, of laughter, of gentle subversion. This is a call to arms in a pedagogical revolution. Will you answer it?
Rebirth: Game of the World
Author: Bei Haishenfeng
Publisher: Funstory
ISBN: 1648149049
Category : Fiction
Languages : en
Pages : 838
Book Description
If I want to become a Buddha or a Dragon Elephant, I'll have to become an ox or a horse, a mortal at the ninth level, and be reborn; I'll take the Nine Transformation of Spirit and fight for my life with the heavens; if I step into the Spirit Sea, then I can transcend the five elements of heaven and earth. A chess piece could point to the rivers and mountains, a chess piece could contain the heavens of all worlds, a chess piece could bring down countless stars, and within the chess board, there would be a chess game, and within the chess piece, there would be heaven and earth.
Publisher: Funstory
ISBN: 1648149049
Category : Fiction
Languages : en
Pages : 838
Book Description
If I want to become a Buddha or a Dragon Elephant, I'll have to become an ox or a horse, a mortal at the ninth level, and be reborn; I'll take the Nine Transformation of Spirit and fight for my life with the heavens; if I step into the Spirit Sea, then I can transcend the five elements of heaven and earth. A chess piece could point to the rivers and mountains, a chess piece could contain the heavens of all worlds, a chess piece could bring down countless stars, and within the chess board, there would be a chess game, and within the chess piece, there would be heaven and earth.
Mixed Reality and Games
Author: Emir Bektic
Publisher: transcript Verlag
ISBN: 3839453291
Category : Social Science
Languages : en
Pages : 297
Book Description
Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.
Publisher: transcript Verlag
ISBN: 3839453291
Category : Social Science
Languages : en
Pages : 297
Book Description
Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.