Jun 102020

“This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves.

This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games.

Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.”

Esta seria uma enciclopédia que não me importava nada de ler.

+infos(oficial): LINK

+infos(preview): LINK

May 262020

Learning Java with Games de Xu, Chong-wei, 2018

“This innovative approach to teaching Java language and programming uses game design development as the method to applying concepts.

Instead of teaching game design using Java, projects are designed to teach Java in a problem-solving approach that is both a fun and effective. Learning Java with Games introduces the concepts of Java and coding; then uses a project to emphasize those ideas. It does not treat the object-oriented and procedure and loop parts of Java as two separate entities to be covered separately, but interweaves the two concepts so the students get a better picture of what Java is.

After studying a rich set of projects, the book turns to build up a “Three-layer Structure for Games” as an architecture template and a guiding line for designing and developing video games. The proposed three-layer architecture not only merges essential Java object-oriented features but also addresses loosely coupled software architecture. ”

+infos(oficial): https://www.springer.com/gp/book/9783319728858

Java in Two Semesters Featuring JavaFX de Quentin CharatanAaron Kans, 2018

“This easy-to-follow textbook teaches Java programming from first principles, as well as covering design and testing methodologies. The text is divided into two parts. Each part supports a one-semester module, the first part addressing fundamental programming concepts, and the second part building on this foundation, teaching the skills required to develop more advanced applications.

This fully updated and greatly enhanced fourth edition covers the key developments introduced in Java 8, including material on JavaFX, lambda expressions and the Stream API.”

+infos(oficial): https://link.springer.com/book/10.1007%2F978-3-319-99420-8


May 182020

Gostava de ter acesso/access to your article:

Lankoski, P. & Björk, S. (eds.) (2015). Game Research Methods: An Overview. ETC Press.
+infos(editora): LINK

Lankoski, P. & Holopainen, J. (eds.) (2017). Game Design Research: An introduction to theory & practice. ETC Press.
+infos(editora): LINK

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond, editado por Karen Schrier
+infos(editora): LINK

Jan 052019

uma coleção de livros desenvolvidos por Comissão Especial de Informática na Educação no Brasil (CEIE-SBC)

Concepção da Pesquisa (Vol. 1)
Aspectos relacionados à concepção da pesquisa: filosofia e história da ciência, aspectos sobre metodologia de pesquisa, elaboração do projeto de pesquisa, escrita e apresentação da pesquisa.

Pesquisa Quantitativa (Vol. 2)
Métodos positivistas (e quantitativos) de pesquisa, tais como Experimento e Survey; também aborda as principais técnicas para coleta e produção de dados quantitativos: medição e testes, questionário, estatística inferencial, modelos de regressão etc.

Pesquisa Qualitativa (Vol. 3)
Métodos de pesquisa interpretativa, tais como Etnografia, Pesquisa-ação, Estudo de Caso; bem como as principais técnicas para produção de dados (entrevista, grupo focal, oficinas) e de interpretação (análise do discurso e de conteúdo,etc).

+infos(oficial): LINK 

Jun 152016

Já está disponível no mercado o livro A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM), segunda edição.  É um livro de introdução ao PLS-SEM sendo que de acordo com os autores é possivel qualquer pessoa que tenha poucos conhecimentos de estatística, perceber o que é o PLS-SEM.

+infos: LINK



Jul 132015


Gostava de ter acesso a:
“Handbook of Partial Least Squares: Concepts, Methods and Applications” ed. by Vincenzo Esposito Vinzi, et al. Sрringеr Handbooks of Computational Statistics, Sрringеr | 2010 | ISBN: 3540328254 9783540328254 9783540328278 | 813 pages

Mar 082015

Gostava de ler: The Gameful World

What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture.

Yet while some celebrate gamification as a possible answer to mankind’s toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic
incentive systems become our new robot overlords?

In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.”

+infos: http://mitpress.mit.edu/books/gameful-world#/.VPbc3zaXdLo.facebook

Jan 022011

Livro, “Auditing organizational communication: a handbook of research, theory and practice”

Preview do livro

Fazendo parta da categoria dos DCL (data collection log-sheet)  surge o metodo ECCO (desenvolvido por Davis, 1953) , que de acordo com Hargie e Tourishapud apud Goldhaber (1993, p.374), deve ser utilizado “to analyze and map communication networks and measure rates of flow, distortion of messages and redundancy”. Permite assim “monitor the progress of a specifice piece of information throught the organization”. O objecto a ser monitorizado deve ser: (1)”true”, (2) “expected to be widely known by most if not all staff”, (3) “basic and straightforward”, (4) “recent” e (5) “released through a specific channel”.

Estão apontadas também algumas vantagens e desvantagens na utilização do método bem como um exemplo e características que devem ser destacadas na construção deste tipo de questionário.

(a must have && use)

mais informações acerca ao autor:

A Method of Studying Communication Patterns in Organizations, KEITH DAVIS,Personnel Psychology,Volume 6, Issue 3, pages,301–312, September 1953 http://onlinelibrary.wiley.com/doi/10.1111/j.1744-6570.1953.tb01499.x/abstract
Oct 022009

“Advances in Modelling Innovation Diffusion (Diffusion of Innovations)”

This is the first of three volumes on the diffusion of technology in the process of technological change. They derive from a major conference held in Venice which attracted some of the best scholars in the world working in the field of technology diffusion. Each volume will contain an editorial introduction.

Publisher: Oxford University Press
Author: M D David Paul, Fabio Archangeli, Dosi, Giovanni,
ISBN: 0195054687
EAN: 9780195054682
No. of Pages: 448