Converting PLANIT Lessons to Enhanced Format

Converting PLANIT Lessons to Enhanced Format
Author: Charles H. Frye
Publsiher: Unknown
Total Pages: 72
Release: 1978
Genre: Computer-assisted instruction
ISBN: MINN:31951002894831W

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Research Report

Research Report
Author: Anonim
Publsiher: Unknown
Total Pages: 742
Release: 1980
Genre: Military research
ISBN: UOM:39015081715388

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Monthly Catalogue United States Public Documents

Monthly Catalogue  United States Public Documents
Author: Anonim
Publsiher: Unknown
Total Pages: 1064
Release: 1983
Genre: Government publications
ISBN: UIUC:30112000720190

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Monthly Catalog of United States Government Publications

Monthly Catalog of United States Government Publications
Author: Anonim
Publsiher: Unknown
Total Pages: 968
Release: 2024
Genre: Government publications
ISBN: WISC:89117116855

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Extension of Computer assisted Team Training Through Coordinated Lesson Scenario

Extension of Computer assisted Team Training Through Coordinated Lesson Scenario
Author: Charles H. Frye
Publsiher: Unknown
Total Pages: 100
Release: 1977
Genre: Computer-assisted instruction
ISBN: MINN:319510028845615

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Unity from Zero to Proficiency Advanced

Unity from Zero to Proficiency  Advanced
Author: Patrick Felicia
Publsiher: Patrick Felicia
Total Pages: 243
Release: 2018-02-27
Genre: Computers
ISBN: 9781980417880

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Newly Edited and Updated Version (Third Edition) for Unity 2019 Create multiplayer games and procedural levels and boost game performances without the headaches Without this book, most people spend too long trying to develop and optimize their game the hard way. This book is the only one that will get you to create entertaining games and optimize your code without wasting so much time. It includes six chapters that painlessly teach you the necessary skills to automatise the creation of multiple game levels using only a few lines of code; you will create multiplayer games, and also make it possible for players to save their score (and other features) between games, even if they play on different devices; finally, you will learn to create fast and responsive games by optimizing your code. What you will learn - After completing this book, you will be able to: - Create levels procedurally with C#, save yourself time, and speed-up the level design process. - Create levels randomly so that they are different every time the scene is loaded and add re-playability to your game. - Read XML files using C# and use the data within to create levels. - Create a space simulation using XML and C# and make your scene customizable. - Connect to a database from Unity to save and retrieve the player's score. - Create a simple network tank game with projectiles and explosions. - Create a Simon game. - Optimize your code and your project's structure Content and structure of this book The content of the books is as follows: - In Chapter 1, you will learn to create multiple scenes using a few lines of codes and see how it can save you a lot of time and also provide new and fresh levels to the player every time they play your game; along the way you will also create automatic 3D indoor and outdoor environments, a complete solar system simulation, and a randomly generated maze that you can use for your RPGs. - In Chapter 2, you will learn how to save data from your game to a database so that players' score can be saved between games, even if they play on different devices; along the way you will also learn to set-up your own database and combine C#, PHP, and MySQL (even if you have never used these before) to transfer data between Unity and your online database. - In Chapter 3, you will create a simple (but fun) network tank game and gain skills that will make it possible to create and deploy your own networked multi-player game. - In Chapter 4, you will design and implement your version of the Simon game, a very popular memory game in 1970s whereby the player has to memorize an increasing sequence of colors and sounds; along the way, you will learn how to create and use a finite state machine, a very important concept in computer science, to manage your game and the player's entries. - In Chapter 5, you will learn how to optimize your code so that your game is always fast and responsive and so that players enjoy their experience and want to play it again; along the way, you will also learn how to organize your project and use the best approach to develop your game. - Chapter 6 provides answers to frequently asked questions. If you want to start creating multi-player games and procedural levels using a tried-and-tested method: download this book now!

Turning Learning into Action

Turning Learning into Action
Author: Emma Weber
Publsiher: Kogan Page Publishers
Total Pages: 264
Release: 2014-03-03
Genre: Business & Economics
ISBN: 9780749472238

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Learning transfer is the missing link in training. Using conventional approaches to training, an average of just 10-20% of learning makes it back into the workplace and contributes to better business outcomes. With the current increased emphasis on efficiency and cost-effectiveness, such a dismal record is no longer acceptable. To improve these statistics and to make training truly valuable we must recognise that successful learning is not just about good content and well executed programmes but also about finding ways to facilitate genuine behavioural change and accountability back in the workplace. Turning Learning into Action provides the necessary tools to enable trainers, buyers of training and L&D professionals to do just this. It presents the new, proven TLA methodology, which acknowledges the important role of ADDIE in the instructional design process but takes learning a step further. TLA focuses on the fact that to generate significant behavioural change, consistent, systematic follow-up after the training event is critical.

Our Changing Planet

Our Changing Planet
Author: U.S. Global Change Research Program
Publsiher: Unknown
Total Pages: 280
Release: 1990
Genre: Climatic changes
ISBN: UOM:39015026523301

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