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Pupil Disaffection in Schools

Pupil Disaffection in Schools

Sarah Swann provides a fresh approach to examining the long-standing debates over disaffection, and in particular social class differences in educational achievement, through a mixed methods methodology and the showcasing of new research. By observing pupils as they engage with peers and teachers in school, Swann allows disaffection to be seen and heard in real events which constructs disaffection differently from objective statistical evidence on school exclusions.Rather than a homogenous identity, this book illustrates disaffection as layered and resting on a series of issues located on the crossroads between the cultural context of the neighbourhood and the public sphere of the school. It plots in a detailed way how these structures interact and mesh to create disaffected identities. Disaffection does not emerge in a vacuum, or without a cause. Pupils arrive at school with a wide variety of experiences and it is from these that they interpret, understand and act out their identities.Whilst the study in part seeks to describe and understand the social world of the school in terms of the pupils interpretations of the situation, it analytically frames the perceptions of pupils within a wider social context. In particular it focuses on the relationships between schooling and the wider macro structures and social relations that underpin disaffection.This approach makes the research both critical and interpretative and also able to shed new light on educational policy across England based on an understanding of the role of disaffection.

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1.090 kr.
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Fundamentals of Cognition

Fundamentals of Cognition

Is it possible to learn something without being aware of it?How does emotion influence the way we think?How can we improve our memory?Fundamentals of Cognition, third edition, provides a basic, reader-friendly introduction to the key cognitive processes we use to interact successfully with the world around us. Our abilities in attention, perception, learning, memory, language, problem solving, thinking, and reasoning are all vitally important in enabling us to cope with everyday life. Understanding these processes through the study of cognitive psychology is essential for understanding human behaviour. This edition has been thoroughly updated and revised with an emphasis on making it even more accessible to introductory-level students. Bringing on board Professor Marc Brysbaert, a world-leading researcher in the psychology of language, as co-author, this new edition includes: developed and extended research activities and 'In the Real World' case studies to make it easy for students to engage with the material;new real-world topics such as discussions of attention-deficit/hyperactivity disorder, the reading problems of individuals with dyslexia, why magic tricks work, and why we cannot remember the Apple logo accurately;a supporting companion website containing multiple choice questions, flashcards, sample essay answers, instructor resources, and more.The book provides a perfect balance between traditional approaches to cognition and cutting-edge cognitive neuroscience and cognitive neuropsychology. Covering all the key topics within cognition, this comprehensive overview is essential reading for all students of cognitive psychology and related areas such as clinical psychology.
345 kr.inkl. fragt
315 kr.
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Gamer's Brain

Gamer's Brain

Making a successful video game is hard. Even games that are well-received at launch may fail to engage players in the long term due to issues with the user experience (UX) that they are delivering. That's why makers of successful video games like Fortnite and Assassin's Creed invest both time and money perfecting their UX strategy. These top video game creators know that a bad user experience can ruin the prospects for any game, regardless of its budget, scope, or ambition.The game UX accounts for the whole experience players have with a video game, from first hearing about it to navigating menus and progressing in the game. UX as a discipline offers guidelines to assist developers in creating the optimal experience they want to deliver, including shipping higher quality games (whether indie, triple-A or 'serious' games) and meeting business goals -- all while staying true to design vision and artistic intent.At its core, UX is about understanding the gamer's brain: understanding human capabilities and limitations to anticipate how a game will be perceived, the emotions it will elicit, how players will interact with it, and how engaging the experience will be. This book is designed to equip readers of all levels, from student to professional, with cognitive science knowledge and user experience guidelines and methodologies. These insights will help readers identify the ingredients for successful and engaging video games, empowering them to develop their own unique game recipe more efficiently, while providing a better experience for their audience. 'The Gamer's Brain: How Neuroscience and UX Can Impact Video Game Design'Is written by Celia Hodent -- a UX expert with a PhD in psychology who has been working in the entertainment industry for over 10 years, including at prominent companies such as Epic Games (Fortnite), Ubisoft, and LucasArts.Major themes explored in this book: Provides an overview of how the brain learns and processes information by distilling rese...
350 kr.inkl. fragt
320 kr.
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