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Listen Up!: Alexander Graham Bell's Talking Machine (Step into Read

IT'S 1876 AND THE whole country is celebrating the 100th birthday of the United States. The biggest party is in Philadelphia at the World's Fair, where the latest and greatest inventions are on display for all to see. Alexander Graham Bell is headed to the fair to demonstrate his invention - a talking machine he calls the telephone. But will anyone come to see him at the world's most important science fair? And more importantly, will his machine work? This Step 3 reader celebrates the resilient, quirky spirit of inventors.

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Introduction to 3D Game Programming with DirectX 11

This updated bestseller provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11. The book is divided into three main parts: basic mathematical tools, fundamental tasks in Direct3D, and techniques and special effects. It includes new Direct3D 11 features such as hardware tessellation and the compute shader, and covers advanced rendering techniques such as ambient occlusion, normal and displacement mapping, shadow rendering, particle systems, and character animation. Includes a companion DVD with code and figures. Brief Table of Contents: Part I Mathematical Prerequisites. Vector Algebra. Matrix Algebra. Transformations. Part II Direct3D Foundations. Direct3D Initialization. The Rendering Pipeline. Drawing in Direct3D. Lighting. Texturing. Blending. Stenciling. The Geometry Shader. The Compute Shader. The Tessellation Stages. Part III Direct3D Topics. Building a First Person Camera. Instancing and Frustum Culling. Picking. Cube Mapping. Normal and Displacement Mapping. Terrain Rendering. Particle Systems and Stream-Out. Shadow Mapping. Ambient Occlusion. Meshes. Quaternions. Character Animation. Appendices. Introduction to Windows Programming. High-Level Shading Language Reference. Some Analytic Geometry. Selected solutions. Features: +Provides an introduction to programming interactive computer graphics, with an emphasis on game development using DirectX 11 +Covers new Direct3D 11 features +Includes companion DVD with source code and 4-color graphics

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Science in Seconds for Kids: Over 100 Experiments You Can Do in Ten Minu

Make lightning in your room! Keep paper dry under water! Lose weight by going upstairs! See colors that aren't there! Experience the magic of science with these quick, easy experiments and activities from Jean Potter. You can complete each activity in ten fun-filled minutes or less. Clear, step-by-step instructions and illustrations help you get it right every time. The projects help you learn about everything from why eggs aren't round to how submarines surface and submerge. You will find most of the required materials already in your home, backyard, or neighborhood, and you can perform the experiments practically anywhere. The 108 activities in this book cover twelve different subject areas, including air, animals, energy, gravity, magnetism, light, the human body, and much more. You'll make a rainbow right on your floor, pop a balloon with a magnifying glass, make a coffee can roll back to you after you've pushed it away, and bend water as it streams from your faucet--all with the help of a leading educator. Children Ages 8-12

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Mistakes that Worked

Summary:Piggy banks, silly putty, potato chips and frisbees are all things that were invented by mistake.Includes a bibliography. An IRA-CBC Children's Choice.About the Author:•0Author: Charlotte JonesIllustrator: John ObrienPublisher:Doubleday Books for Young ReadersPublished Date:05/01/1994Format:PaperbackISBN:0385320434#of pages:#N/A

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The Magic School Bus Explores the Senses

Ms. Frizzle?s class has been studying the senses. But they?re in for a real lesson when assistant principle Mr. Wilde ends up behind the wheel of the magic School Bus. He and the kids take an amazing ride into the eye of a passing policeman, the ear of a child, and the nose of a dog! On the way they learn facts about sight, hearing, smell, touch and taste. But how will they get back to school with the Friz?

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Thunder Below!: The USS *Barb* Revolutionizes Submarine Warfare in World



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Ecotopia

Ecotopia embodies in concrete, practical form the new biology-conscious philosophy that has been evolving in recent years, especially on the West Coast. The setting is the early 21st century. Ecotopia, made up of what was once Northern California, Oregon, and Washington, has been independent for several decades. At last, an official visitor from New York is admitted: Will Weston, top investigative reporter. Like a modern Gulliver, Weston is sometimes horrified sometimes impressed despite himself, and sometimes touched by the strange practices he encounters--which include ritual war games, collective ownership and operation of farms and factories, and an attention to trees and reforestation which borders on tree-worship. With beautiful new cover art and a new introduction by the author, this thirtieth anniversary edition of Ecotopia will delight old fans and new, and make a perfect gift for anyone who has ever asked the question, ''How can I make a difference?''

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Technopoly: The Surrender of Culture to Technology

In this witty, often terrifying work of cultural criticism, the author of Amusing Ourselves to Death chronicles our transformation into a Technopoly: a society that no longer merely uses technology as a support system but instead is shaped by it--with radical consequences for the meanings of politics, art, education, intelligence, and truth.

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Using Technology With Classroom Instruction That Works

What are the best ways to incorporate technology into the curriculum? What kinds of technology will support particular learning tasks and objectives? And how does a teacher ensure that technology use will enhance instruction and not be a distraction or a disconnected add-on?You ll find the answers here. This book builds on the landmark Classroom Instruction That Works by linking each of the nine categories of effective instructional strategies with educational technology applications and resources. Authors Howard Pitler, Elizabeth R. Hubbell, Matt Kuhn, and Kim Malenoski share research-based recommendations for practice and clarify how to use both new and familiar technologies to * Set objectives that are specific, flexible, and personal* Create advance organizers and nonlinguistic representations* Help students take notes, summarize content, and make comparisons* Engage students in cooperative learning* Help students generate and test hypotheses* Support students in practicing new skills and doing homework, and* Reinforce students efforts through formative assessment, feedback, and recognition.Each strategy-focused chapter features cross-curricular examples, many drawn from actual lesson plans, projects, and products. In addition to stories of students learning through inquiry, collaborative projects, games, and other activities that make school exciting and meaningful, you ll find dozens of recommended resources along with expert guidance on planning technology-enhanced lessons aligned with national standards. Technology can bring a world of information into the classroom and increase teachers ability to individualize instruction and increase student engagement. Using Technology with Classroom Instruction That Works is the key you need to seize this opportunity and take your effective teaching practices and your students learning to the next level.

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The Ultimate Basic Training Guidebook: Tips, Tricks, and Tactics for Sur

As anyone who has undergone the transition from civilian to soldier will tell you, basic training is a lot tougher and more challenging than any recruit can imagine. Michael Volkin discovered that fact soon after 9-11, when his personal vow to serve my country convinced him to enlist in the U.S. Army. As Volkin quickly discovered, he was utterly unprepared for the new world of the military, "a completely different environment full of unknown exercises and acronyms, where can't eat or talk without permission. Volkin began taking notes on everything and anything with the hope that no one else would have to go through basic training like I did completely unarmed with knowledge that would have eased my transition into the military and allowed me to be more successful.During Operation Enduring/Iraqi Freedom, Volkin organized his notes, interviewed hundreds of other soldiers, and began to write. The result is The Ultimate Basic Training Guidebook, a unique and utterly indispensable guide to successfully coping with and thriving in today's military. The Ultimate Basic Training Guidebook is a comprehensive, practical, and easy-to-follow survival guide written specifically for every new or prospective recruit about to enter any branch of the armed forces. Volkin's book offers step-by-step instructions and solutions, including helpful charts and graphics, for how to prepare both physically and mentally for boot camp. It includes a special eight-week fitness program specifically designed to improve your fitness test scores, specific study guides, an instructional How to"chapter, a list of what to bring (and not to bring) to basic training, tips for success, and much more. The Ultimate Basic Training Guidebook was written by a soldier for men and women who want to become soldiers. No one should enter boot camp without having read this book.

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