Kirjailija
Alexander Smith
Kirjat ja teokset yhdessä paikassa: 86 kirjaa, julkaisuja vuosilta 1835–2026, suosituimpiin kuuluu Dreamthorp. Vertaile teosten hintoja ja tarkista saatavuus suomalaisista kirjakaupoista.
86 kirjaa
Kirjojen julkaisuvuodet: 1835–2026.
Business Management for the IB Diploma Coursebook with Digital Access (2 Years)
Peter Stimpson; Adamantia Malli-Charchalaki; Alexander Smith
Cambridge University Press
2022
muu
This print and digital coursebook is organised around the concepts and topics of the new Business Management syllabus. The case-studies and topics are set in accessible international contexts. The coursebook follows the IB Diploma ATL principles, developing higher-order thinking skills and conceptual understanding. The coursebook is focussed on a successful learner journey with clear learning objectives, integrated TOK links, reflection opportunities, self-evaluation checklists, projects, and exam-style questions and support. There are also scaffolded activities to help students develop into confident, independent learners with support, stretch and challenge activities. The resource is written in a clear, accessible style.
Reprint of the original, first published in 1859.
Reprint of the original, first published in 1859.
Reprint of the original, first published in 1861.
The Teaching of Chemistry and Physics in the Secondary School
Alexander Smith; Edwin H Hall
Mjp Publishers
2022
sidottu
Reprint of the original, first published in 1865.
Reprint of the original, first published in 1865.
Reprint of the original, first published in 1865.
Reprint of the original, first published in 1865.
The book "" Dreamthorp A Book of Essays Written in the Country, has been considered important throughout the human history, and so that this work is never forgotten we have made efforts in its preservation by republishing this book in a modern format for present and future generations. This whole book has been reformatted, retyped and designed. These books are not made of scanned copies and hence the text is clear and readable.
Das Erdöl ist der Lebenssaft der industriellen Gesellschaften und zugleich der am meisten politisierte Rohstoff. Europa hat sich in der Vergangenheit in eine gefährliche Abhängigkeit von Ölimporten manövriert. Die vorliegende Studie geht der Frage nach, wie es seit dem frühen 19. Jahrhundert zu Europas Ölsucht gekommen ist und wie sich die Interdependenzbeziehungen zwischen den erdölexportierenden Staaten und den europäischen Einfuhrländern im Zeitverlauf verändert haben. Die Entwicklung der internationalen Ölindustrie und des europäischen Erdölverbrauchs wird dabei in einer historischen Längsschnittanalyse als pfadabhängiger Prozess nachgezeichnet und anhand eines polit-ökonomischen Untersuchungsmodells durchleuchtet. Mit dem Verlust der Kontrollmacht durch die OPEC hat die „Ölwaffe“ als wirkungsvolles außenpolitisches Instrument ausgedient. Europas Versorgungssicherheit mit Erdöl hat in den vergangenen Jahrzehnten deutlich zugenommen.
The book, A Summer In Skye, has been considered by academicians and scholars of great significance and value to literature. This forms a part of the knowledge base for future generations. So that the book is never forgotten we have represented this book in a print format as the same form as it was originally first published. Hence any marks or annotations seen are left intentionally to preserve its true nature.
This book has been considered by academicians and scholars of great significance and value to literature. This forms a part of the knowledge base for future generations. So that the book is never forgotten we have represented this book in a print format as the same form as it was originally first published. Hence any marks or annotations seen are left intentionally to preserve its true nature.
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.
They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Vol. 1 is the first in a three-volume set that provides an in-depth analysis of the creation and evolution of the video game industry. Beginning with the advent of computers in the mid-20th century, Alexander Smith’s text comprehensively highlights and examines individuals, companies, and market forces that have shaped the development of the video game industry around the world. Volume one, places an emphasis on the emerging ideas, concepts, and games developed from the commencement of the budding video game art form in the 1950s and 1960s through the first commercial activity in the 1970s and early 1980s. They Create Worlds aims to build a new foundation upon which future scholars and the video game industry itself can chart new paths. Key Features: The most in-depth examination of the video game industry ever written, They Create Worlds charts the technological breakthroughs, design decisions, and market forces in the United States, Europe, and East Asia that birthed a $100 billion industry. The books derive their information from rare primary sources such as little-studied trade publications, personal papers collections, and oral history interviews with designers and executives, many of whom have never told their stories before. Spread over three volumes, They Create Worlds focuses on the creative designers, shrewd marketers, and innovative companies that have shaped video games from their earliest days as a novelty attraction to their current status as the most important entertainment medium of the 21st Century. The books examine the formation of the video game industry in a clear narrative style that will make them useful as teaching aids in classes on the history of game design and economics, but they are not being written specifically as instructional books and can be enjoyed by anyone with a passion for video game history.