Things To Create In Minecraft

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The Ultimate Player's Guide to Minecraft

&> The Ultimate Player’s Guide to Minecraft Second Edition Minecraft: These worlds are YOURS! Minecraft is WAY more than a game: it’s an alternate universe of creation, exhilaration, survival, adventure, passion! Don’t enter that universe alone. Take an experienced guide who’ll help you constantly as you learn the secrets of Minecraft! Stephen O’Brien has been obsessing over Minecraft since its earliest betas. He’s seen it all! Now, he’ll take you deep inside craft and mine, cave and menagerie, farm and village. He’ll reveal combat traps and tricks you need to know... teach you enchantments of unimaginable power... help you survive where few dare to go... help you OWN the infinite worlds of Minecraft! Quick-start guide for first-night survival Customize your experience: monstrous, peaceful, and more Harvest resources, craft tools and shelters—let there be light Grab your pickaxe: mine iron, gold, diamonds, and redstone Escape (or defeat!) 14 types of hostile mobs Get friendly mobs on your side and build automated farms Brew potions to cure ills, gain superpowers, and throw at enemies Transform your shelter into a palace (or a secret underwater base) Create new worlds and master the fine art of terraforming Learn the secrets of redstone devices, and build incredible rail systems Play safely through The Nether and The End Minecraft is a trademark of Mojang Synergies / Notch Development AB. This book is not affiliated with or sponsored by Mojang Synergies / Notch Development AB. Stephen O’Brien is an Australian-born writer and entrepreneur now residing in Sydney after too many years in Silicon Valley. He has written 27 books, including several best-sellers. O’Brien founded Typefi, the world’s leading automated publishing system, and in his spare time invented a new type of espresso machine called mypressi. He’s a perpetual innovator who remains astounded at the unparalleled creativity Minecraft can engender.
Play to Learn

Author: Sharon Boller
language: en
Publisher: Association for Talent Development
Release Date: 2017-03-03
When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.
The Future Starts Here

When we look into the future, we imagine economic collapse, environmental disaster and the zombie apocalypse. But what if we are wrong? John Higgs takes us on a journey past the technological hype and headlines to discover why we shouldn't trust the predictions of science fiction, why nature is not as helpless as we assume and why purpose can never be automated. In the process, we will come to a better understanding of what lies ahead and how, despite everything we can build a better future.