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Virtual Techniques - Virtual Sport - Safe Gaming - Video Games






Virtual Colonoscopy

RRP $629.99

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Rapid progress in the technique and practice of virtual colonoscopy as well as the conti- ing clinical high interest for this radiodiagnostic procedure made this second edition, only 3 years after the publication of the ? rst edition of this successful volume, necessary. This new edition includes the latest study results and technical developments of this exciting noninvasive diagnostic modality for the evaluation of the colon. The technical presentation and lay out of the text and of the many new illustrations are impeccable. The editors were again able to ensure the collaboration of many international leaders in the ? eld and the book offers a very comprehensive overview of all aspects and issues of CT colonography with a focus on how to perform practically this examination, which requires meticulous technique starting from rigorous preparation, then the conduct of the study itself, and ? nally the interpretation of the results. I am very much indebted to the editors and the collaborating authors for preparing this outstanding volume in a record short time period, which enabled them to include the latest technical advances in this rapidly evolving important radiological method. It is highly recommended to general and gastrointestinal radiologists as well as gast- eneterologists as a most welcome update of their knowledge and as a practical guide in their daily practice. I am convinced that this second edition will meet the same success with our readership as the ? rst one.


Gaming For Classroom-based Learning

RRP $549.99

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In order to effectively use games in the classroom, teachers and parents need to agree on games' positive functions toward students' learning, decide and select good educational games relevant to content and tasks in the classroom, and disseminate their acquired knowledge into the teaching field. As part of an international dialogue between researchers in educational technology, Gaming for Classroom-Based Learning: Digital Role Playing as a Motivator of Study investigates whether games can motivate students to learn and improve their knowledge and skills. This collection of research aims to inform classroom and pre-service teachers of the potential of games for improving teaching and learning.



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Virtual Reality Gaming Virtual Gaming Gaming Online
Virtual Techniques Virtual Sport Safe Gaming Video Games

Micro Forte Books

Virtual Reality Gaming Virtual Gaming Gaming Online
Virtual Techniques Virtual Sport Safe Gaming Video Games

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