Author: Nicci French
Publisher: Penguin UK
ISBN: 0141918462
Category : Fiction
Languages : en
Pages : 386
Book Description
***Special anniversary edition, with a new introduction by Sophie Hannah*** You remember an idyllic childhood. But your memory is deceitful. And possibly deadly . . . When a skeleton is unearthed in the Martellos' garden, Jane Martello is shocked to learn it's that of her childhood friend, Natalie, who went missing twenty-five years before. Jane is encouraged by her therapist to recover what really took place when she was a child - and what happened to Natalie. But as Jane learns the truth about her past, is she putting her own future at terrible risk? "A perfect blend of emotional honesty and plot-related trickery" Sophie Hannah "The Memory Game was the book that made me want to write a psychological thriller" Laura Marshall, no.1 bestselling author of Friend Request.
The Memory Game
Author: Nicci French
Publisher: Penguin UK
ISBN: 0141918462
Category : Fiction
Languages : en
Pages : 386
Book Description
***Special anniversary edition, with a new introduction by Sophie Hannah*** You remember an idyllic childhood. But your memory is deceitful. And possibly deadly . . . When a skeleton is unearthed in the Martellos' garden, Jane Martello is shocked to learn it's that of her childhood friend, Natalie, who went missing twenty-five years before. Jane is encouraged by her therapist to recover what really took place when she was a child - and what happened to Natalie. But as Jane learns the truth about her past, is she putting her own future at terrible risk? "A perfect blend of emotional honesty and plot-related trickery" Sophie Hannah "The Memory Game was the book that made me want to write a psychological thriller" Laura Marshall, no.1 bestselling author of Friend Request.
Publisher: Penguin UK
ISBN: 0141918462
Category : Fiction
Languages : en
Pages : 386
Book Description
***Special anniversary edition, with a new introduction by Sophie Hannah*** You remember an idyllic childhood. But your memory is deceitful. And possibly deadly . . . When a skeleton is unearthed in the Martellos' garden, Jane Martello is shocked to learn it's that of her childhood friend, Natalie, who went missing twenty-five years before. Jane is encouraged by her therapist to recover what really took place when she was a child - and what happened to Natalie. But as Jane learns the truth about her past, is she putting her own future at terrible risk? "A perfect blend of emotional honesty and plot-related trickery" Sophie Hannah "The Memory Game was the book that made me want to write a psychological thriller" Laura Marshall, no.1 bestselling author of Friend Request.
Memory Puzzles and Games
Author: Phillip CLARKE
Publisher: Paperback Puzzles
ISBN: 9781474969369
Category :
Languages : en
Pages : 112
Book Description
Put your memory to the test with these fun puzzles and games.
Publisher: Paperback Puzzles
ISBN: 9781474969369
Category :
Languages : en
Pages : 112
Book Description
Put your memory to the test with these fun puzzles and games.
The Fun and Easy Memory Activity Book for Adults
Author: J D Kinnest
Publisher:
ISBN: 9781988923109
Category :
Languages : en
Pages : 152
Book Description
Enjoy an easy and fun way to exercise your memory! In this book, you will find a wonderful selection of activities, puzzles and games which target different memory and brain skills. Short-term memory -- There are many activities that exercise short-term memory in this book including Delightful Details, Particular Pictures, Lovely Lists, Backwards and The Memory Challenge. Long-term memory -- You can exercise your long-term recall of life events and other knowledge through several activities in this book including Writing About Your Life, Cool Categories, Rhyme Time and Well Made Words. Easy Puzzles and Brain Games -- There are many classic puzzles that use either use short or long-term memory throughout this book including Crosswords, Word Searches, Spot the Odd One Out, Find the Differences, and Sudoku. The great variety of activities in this book provide your with an easy way to exercise your memory and have fun at the same time.
Publisher:
ISBN: 9781988923109
Category :
Languages : en
Pages : 152
Book Description
Enjoy an easy and fun way to exercise your memory! In this book, you will find a wonderful selection of activities, puzzles and games which target different memory and brain skills. Short-term memory -- There are many activities that exercise short-term memory in this book including Delightful Details, Particular Pictures, Lovely Lists, Backwards and The Memory Challenge. Long-term memory -- You can exercise your long-term recall of life events and other knowledge through several activities in this book including Writing About Your Life, Cool Categories, Rhyme Time and Well Made Words. Easy Puzzles and Brain Games -- There are many classic puzzles that use either use short or long-term memory throughout this book including Crosswords, Word Searches, Spot the Odd One Out, Find the Differences, and Sudoku. The great variety of activities in this book provide your with an easy way to exercise your memory and have fun at the same time.
Match a Pair of Shoes Memory Game
Author: The Metropolitan Museum of Art
Publisher: Laurence King Publishing
ISBN: 9781856699075
Category : Card games
Languages : en
Pages : 0
Book Description
An ideal gift for shoe lovers everywhere, this beautifully produced memory game tests your recollection of some of the world's most fabulous shoes—from vintage Ferragamo sandals to the latest Manolo's. Suitable for one or more players from six years upwards.
Publisher: Laurence King Publishing
ISBN: 9781856699075
Category : Card games
Languages : en
Pages : 0
Book Description
An ideal gift for shoe lovers everywhere, this beautifully produced memory game tests your recollection of some of the world's most fabulous shoes—from vintage Ferragamo sandals to the latest Manolo's. Suitable for one or more players from six years upwards.
Street Style Memory Game
Author:
Publisher:
ISBN: 9789063692315
Category :
Languages : en
Pages : 0
Book Description
Publisher:
ISBN: 9789063692315
Category :
Languages : en
Pages : 0
Book Description
Brand Memory
Author: Hendrik-Jan Grievink
Publisher: Bis Pub
ISBN: 9789063692629
Category : Games & Activities
Languages : en
Pages : 60
Book Description
Can you match cards by only the brand colors, typefaces and an often funny description of the brands visual look?
Publisher: Bis Pub
ISBN: 9789063692629
Category : Games & Activities
Languages : en
Pages : 60
Book Description
Can you match cards by only the brand colors, typefaces and an often funny description of the brands visual look?
Flash Advertising
Author: Jason Fincanon
Publisher: Taylor & Francis
ISBN: 1136023690
Category : Computers
Languages : en
Pages : 290
Book Description
Create awe-inspiring, mind-blowing Flash ads, microsites, advergames, and branded applications that engage consumers and demonstrate their worth to clients. Creating Flash Advertising delivers the nuts and bolts of the development process from initial design conception to ad completion. You'll learn the best practices for: Mastering the myriad of ad specs, deadlines, quality and version control issues and creating ads that balance campaign goals with design constraints. Preparing and building ads with team and QC standards. Using forms and data in ads without file bloatt. File optimization techniques for swf files 3rd party rich media technologies that transcend the 30k banner. Integrating video into sites and banners. Social media applications. Trafficking and tracking ads for impressions, interactions, clicks, and conversions.Using ActionScript to save development time and implement team standards. Published projects developed with the practices and AS code presented in the book are available on the companion website http://www.flashadbook.com
Publisher: Taylor & Francis
ISBN: 1136023690
Category : Computers
Languages : en
Pages : 290
Book Description
Create awe-inspiring, mind-blowing Flash ads, microsites, advergames, and branded applications that engage consumers and demonstrate their worth to clients. Creating Flash Advertising delivers the nuts and bolts of the development process from initial design conception to ad completion. You'll learn the best practices for: Mastering the myriad of ad specs, deadlines, quality and version control issues and creating ads that balance campaign goals with design constraints. Preparing and building ads with team and QC standards. Using forms and data in ads without file bloatt. File optimization techniques for swf files 3rd party rich media technologies that transcend the 30k banner. Integrating video into sites and banners. Social media applications. Trafficking and tracking ads for impressions, interactions, clicks, and conversions.Using ActionScript to save development time and implement team standards. Published projects developed with the practices and AS code presented in the book are available on the companion website http://www.flashadbook.com
Handbook of Research on Decision-Making Capabilities Improvement With Serious Games
Author: Correia, Anacleto
Publisher: IGI Global
ISBN: 1668491672
Category : Business & Economics
Languages : en
Pages : 459
Book Description
How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.
Publisher: IGI Global
ISBN: 1668491672
Category : Business & Economics
Languages : en
Pages : 459
Book Description
How can a group be empowered to improve their ability to make decisions while also reinforcing the group’s intended values, beliefs, and behaviors? Like positive reinforcement, which introduces a desirable or pleasant stimulus after a behavior has been completed and has been found to be effective for reinforcing such behavior, serious games introduce the behavior as a pleasant experience through engagement and entertainment. Where positive reinforcement relies heavily on the willpower of the subject to complete the behavior on their own, serious games introduce a motivational factor from the beginning of the behavior. Serious games are designed for purposes other than entertainment, such as training, learning, creating awareness, or behavior transformation through the introduction of content, topics, narratives, rules, and goals. They are immersive, engaging, and enjoyable, which enhances motivation and learning. The development of serious games is grounded in theoretical backgrounds, such as motivation, constructivism, flow experience, problem-based learning, and learning by doing. This method has been used in a variety of industries, including education, healthcare, military, policy analysis, and business functions such as marketing or financial purposes. They facilitate problem solving through challenges and rewards and use entertainment and engagement components. Serious games can address specific skills for many domains, foster collaboration, provide risk-free environments, and be used as analytical tools for educational research. They reinforce intended values, beliefs, and behaviors of players while conveying knowledge, skills, and attitudes, providing an integrated and effective approach to the transformation of an individual, group, or organization. The Handbook of Research on Decision-Making Capabilities Improvement With Serious Games discusses the use of advanced technologies including extended and immersive reality, digital twins, augmented reality (AR), virtual reality (VR), mixed reality (MR), and IoT sensors to improve decision-making skills and learning through serious games. This book discusses user engagement, game adaptation, content adaptation, and sensor technology. It showcases how to increase decision-making skills in individuals and organizations and incorporates the latest developments in artificial intelligence and machine learning. Led by experts with over 20 years of experience and covering topics such as serious game design, intelligent content adaptation, and machine learning algorithms. This book is designed for professionals in education, instructional designers, curriculum developers, program developers, administrators, educational software developers, policymakers, researchers, training professionals, privacy practitioners, government officials, consultants, IT researchers, academicians, and students.
YES! Youth Experiences in Science
Author: California 4-H Program
Publisher: UCANR Publications
ISBN: 9781601073686
Category :
Languages : en
Pages : 908
Book Description
Publisher: UCANR Publications
ISBN: 9781601073686
Category :
Languages : en
Pages : 908
Book Description
Traffic Safety and Human Behavior
Author: David Shinar
Publisher: Emerald Group Publishing
ISBN: 1787146332
Category : Transportation
Languages : en
Pages : 1262
Book Description
This comprehensive 2nd edition covers the key issues that relate human behavior to traffic safety. In particular it covers the increasing roles that pedestrians and cyclists have in the traffic system; the role of infotainment in driver distraction; and the increasing role of driver assistance systems in changing the driver-vehicle interaction.
Publisher: Emerald Group Publishing
ISBN: 1787146332
Category : Transportation
Languages : en
Pages : 1262
Book Description
This comprehensive 2nd edition covers the key issues that relate human behavior to traffic safety. In particular it covers the increasing roles that pedestrians and cyclists have in the traffic system; the role of infotainment in driver distraction; and the increasing role of driver assistance systems in changing the driver-vehicle interaction.