Total War Three Kingdoms
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Women in Historical and Archaeological Video Games
Author: Jane Draycott
language: en
Publisher: Walter de Gruyter GmbH & Co KG
Release Date: 2022-06-06
This volume focuses on the depiction of women in video games set in historical periods or archaeological contexts, explores the tension between historical and archaeological accuracy and authenticity, examines portrayals of women in historical periods or archaeological contexts, portrayals of female historians and archaeologists, and portrayals of women in fantastical historical and archaeological contexts. It includes both triple A and independent video games, incorporating genres such as turn-based strategy, action-adventure, survival horror, and a variety of different types of role-playing games. Its chronological and geographical scope ranges from late third century BCE China, to mid first century BCE Egypt, to Pictish and Viking Europe, to Medieval Germany, to twentieth century Taiwan, and into the contemporary world, but it also ventures beyond our universe and into the fantasy realm of Hyrule and the science fiction solar system of the Nebula.
Gaming the Past
Gaming the Past is a complete handbook to help pre-service teachers, current teachers, and teacher educators use historical video games in their classes to develop critical thinking skills. It focuses on practical information and specific examples for integrating critical thinking activities and assessments using video games into classes. Chapters cover the core parts of planning, designing, and implementing lessons and units based on historical video games. Topics include: Talking to administrators, parents, and students about the educational value of teaching with historical video games. Selecting games that are aligned to curricular goals by considering the genres of historical games. Planning and implementing game-based history lessons ranging from whole class exercises, to individual gameplay, to analysis in groups. Employing instructional strategies to help students learn to play and engage in higher level analysis Identifying and avoiding common pitfalls when incorporating games into the history class. Developing activities and assessments that facilitate interpreting and creating established and new media. Gaming the Past also includes sample unit and lesson plans, worksheets and assessment questions, and a list of historical games currently available, both commercial and freely available Internet games.
Translation and Interdisciplinarity
Author: Faruk Yücel
language: en
Publisher: Logos Verlag Berlin GmbH
Release Date: 2022-12-12
Interdisciplinarity is significant in the age of globalization and digitalization. It creates new opportunities through comparison and analysis of different findings and methods. Furthermore, it expands the boundaries of each discipline: each topic or phenomenon can be viewed under a whole new light. Instead of conventional or traditional methods, interdisciplinary cooperation can lead to innovative approaches that can contribute to the value of each discipline involved. It also requires respect and recognition between disciplines: their independent positions could be questioned or justified based on their interrelationship. Moreover, interdisciplinary work brings together diverse experts who cooperate and share their findings with each other. In this sense, interdisciplinarity can be seen as a dialogue between disciplines. In this complex interaction, a 'third' field may emerge that transcends the boundaries of each independent discipline. Since relatively young Translation Studies has long been influenced by other disciplines, its boundaries could be defined through interdisciplinarity. In this book, numerous translation scholars engage with the relationship between translation and other disciplines. Translation here is not only to be understood as a transmission of texts, but in a broader sense, as denoting a transformation of different phenomena that could be studied both as a product and as a process.