Kamis, 27 Juli 2017

Free PDF Introduction to Special Relativity (Dover Books on Physics)By James H. Smith

Free PDF Introduction to Special Relativity (Dover Books on Physics)By James H. Smith

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Introduction to Special Relativity (Dover Books on Physics)By James H. Smith

Introduction to Special Relativity (Dover Books on Physics)By James H. Smith


Introduction to Special Relativity (Dover Books on Physics)By James H. Smith


Free PDF Introduction to Special Relativity (Dover Books on Physics)By James H. Smith

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Introduction to Special Relativity (Dover Books on Physics)By James H. Smith

By the year 1900, most of physics seemed to be encompassed in the two great theories of Newtonian mechanics and Maxwell's theory of electromagnetism. Unfortunately, there were inconsistencies between the two theories that seemed irreconcilable. Although many physicists struggled with the problem, it took the genius of Einstein to see that the inconsistencies were concerned not merely with mechanics and electromagnetism, but with our most elementary ideas of space and time. In the special theory of relativity, Einstein resolved these difficulties and profoundly altered our conception of the physical universe.
Readers looking for a concise, well-written explanation of one of the most important theories in modern physics need search no further than this lucid undergraduate-level text. Replete with examples that make it especially suitable for self-study, the book assumes only a knowledge of algebra. Topics include classical relativity and the relativity postulate, time dilation, the twin paradox, momentum and energy, particles of zero mass, electric and magnetic fields and forces, and more.

  • Sales Rank: #364476 in Books
  • Brand: Dover Publications Inc.
  • Published on: 2015-12-16
  • Released on: 2015-11-18
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 8.46" h x .66" w x 5.44" l, .68 pounds
  • Binding: Paperback
  • 240 pages

About the Author
James H. Smith was Professor of Physics at the University of Illinois.

Introduction to Special Relativity (Dover Books on Physics)By James H. Smith PDF
Introduction to Special Relativity (Dover Books on Physics)By James H. Smith EPub
Introduction to Special Relativity (Dover Books on Physics)By James H. Smith Doc
Introduction to Special Relativity (Dover Books on Physics)By James H. Smith iBooks
Introduction to Special Relativity (Dover Books on Physics)By James H. Smith rtf
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Introduction to Special Relativity (Dover Books on Physics)By James H. Smith PDF

Introduction to Special Relativity (Dover Books on Physics)By James H. Smith PDF

Introduction to Special Relativity (Dover Books on Physics)By James H. Smith PDF
Introduction to Special Relativity (Dover Books on Physics)By James H. Smith PDF

Rabu, 19 Juli 2017

Free Download Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to GamersBy Karl M. Kapp

Free Download Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to GamersBy Karl M. Kapp

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Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to GamersBy Karl M. Kapp

Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to GamersBy Karl M. Kapp


Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to GamersBy Karl M. Kapp


Free Download Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to GamersBy Karl M. Kapp

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Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to GamersBy Karl M. Kapp

Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.

  • Sales Rank: #769712 in Books
  • Brand: Brand: Pfeiffer
  • Published on: 2007-04-13
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.60" h x 1.62" w x 7.40" l, 2.55 pounds
  • Binding: Hardcover
  • 448 pages
Features
  • Used Book in Good Condition

Review
"The big contribution of Gadgets, Games, and Gizmos for Learning to the field is that it provides direct linkages between the brain drain of the onrushing boomer retirement and the range of technologies, tools, and methodologies required to combat it."
—Mark Oehlert, learning strategy architect, Booz Allen Hamilton

"Kapp does an excellent job describing the neo-millennial student and the ways new and emerging web-tools, video games, simulations, and electronic gadgets need to be used in our modern 'classrooms' to convey knowledge to our techno-savvy students."
—Gordon Snyder, Jr., executive director, National Center for Telecommunications Technologies, andprofessor of telecommunications, Springfield Technical Community College

"If you need to recruit, train, or retain the next generation of workers,?Karl Kapp's new book, Gadgets, Games, and Gizmos for Learning, is a must-read strategy guide for working with the upcoming generation of gamers."
—Kevin Kruse, founder, e-LearningGuru.com, andpresident, AXIOM Professional Health Learning

"Kapp's book provides insights into an employee population that is not as well understood as the baby boomer generation. This is an essential read if you support, train, or manage the gamer generation. I will definitely share it with my team."
—Steve Sitek, director, learning and organizational development, Bristol-Myers Squibb

"As few others can, Kapp takes us on a delightful and amusing journey into the exciting future of learning and knowledge transfer—a future shaped by the power of digital games and electronic gadgets."
—Donald A. Deiesco, president and CEO, EduNeering, Inc.

From the Inside Flap
As the members of the baby boomer generation retire, scientists, CEOs, nuclear technicians, doctors, senior trainers, and other highly skilled individuals are taking with them all of their expertise. Simultaneously, a new generation of employee (dubbed "gamers") is entering the workforce with a different focus and learning style. For the first time, our workplace will experience the invasive influence of video games, Internet surfing, blogging, and podcasting.

Gadgets, Games, and Gizmos for Learning is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book will be an invaluable resource.

Author Karl Kapp includes a list of techniques for re-casting existing training and computer systems into tools that will bridge the gap between the boomers and the gamers. The book reveals the new methods that are being used successfully in a variety of settings such as the entertainment, game, and electronics industries. Gadgets, Games, and Gizmos for Learning offers valuable new information on the use of atypical learning and performance support methods?such as the use of Flash mobs and cheat codes, video iPods, and even instant messaging and blogging. The book debunks the notion that the "toys" and "bad habits" of gamers have a negative impact on the workplace. Instead, the book describes how these items can actually be used to achieve an advantage by savvy, innovative organizations.

The book also shows how to sell these "radical" concepts to upper management and executives who are typically boomers with a completely different perspective than gamers.

From the Back Cover
Praise for Gadgets, Games, and Gizmos for Learning

"The big contribution of Gadgets, Games, and Gizmos for Learning to the field is that it provides direct linkages between the brain drain of the onrushing boomer retirement and the range of technologies, tools, and methodologies required to combat it."
—Mark Oehlert, learning strategy architect, Booz Allen Hamilton

"Kapp does an excellent job describing the neo-millennial student and the ways new and emerging web-tools, video games, simulations, and electronic gadgets need to be used in our modern 'classrooms' to convey knowledge to our techno-savvy students."
—Gordon Snyder, Jr., executive director, National Center for Telecommunications Technologies, andprofessor of telecommunications, Springfield Technical Community College

"If you need to recruit, train, or retain the next generation of workers,?Karl Kapp's new book, Gadgets, Games, and Gizmos for Learning, is a must-read strategy guide for working with the upcoming generation of gamers."
—Kevin Kruse, founder, e-LearningGuru.com, andpresident, AXIOM Professional Health Learning

"Kapp's book provides insights into an employee population that is not as well understood as the baby boomer generation. This is an essential read if you support, train, or manage the gamer generation. I will definitely share it with my team."
—Steve Sitek, director, learning and organizational development, Bristol-Myers Squibb

"As few others can, Kapp takes us on a delightful and amusing journey into the exciting future of learning and knowledge transfer—a future shaped by the power of digital games and electronic gadgets."
—Donald A. Deiesco, president and CEO, EduNeering, Inc.

Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to GamersBy Karl M. Kapp PDF
Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to GamersBy Karl M. Kapp EPub
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Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to GamersBy Karl M. Kapp Mobipocket
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Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to GamersBy Karl M. Kapp PDF

Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to GamersBy Karl M. Kapp PDF

Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to GamersBy Karl M. Kapp PDF
Gadgets, Games and Gizmos for Learning: Tools and Techniques for Transferring Know-How from Boomers to GamersBy Karl M. Kapp PDF