Books by Burtons Media Group

49

Books and textbooks available through Burtons Media Group:

Free updates for all eBooks published by Burtons Media Group!

Learning Mobile Application & Game Development with Solar 2D/Corona SDK 

eTextbook: $29.99 Available in PDF, ePub & mobi.

File Type :

Free updates for the life of the eBook!

Introduces programming concepts in an incremental, pedagogically friendly method. Additional topics include:  how to identify the needs and create the user interface for apps, provide opportunities for students to collaborate on the projects, conduct research in the mobile industry,  provide opportunities to exercise critical thinking skills, learn responsibilities as digital citizens, and gain additional technology skills.
This textbook is designed to teach programming skills and meet all curriculum requirements as proposed by the Texas Education Agency 9/2012 update, section 126.39 (T.E.A. §126.39).

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Mobile App Development with Corona/Solar 2D: Getting Started

ebook: $19.99 

File Type :

Free updates for the life of the eBook!

Corona SDK allows the mobile app developer to create for multiple platforms at the same time.  With the ability to develop for Apple iOS and Google Android, today’s developer can ready an application in a much shorter period of time for multiple markets.  Mobile App Development with Corona: Getting Started is designed to be used as a guide for those who wish to learn to develop mobile apps using the Corona SDK. Includes multiple app examples and how to make top-down and tower defense games!

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Beginning Mobile App Development with Solar 2D/Corona

eTextbook: $24.99 

File Type :

Free updates for the life of the eBook!

Beginning Mobile App Development with Corona is designed to be used as a textbook in college or advanced High School courses.  It contains additional material such as assignments and teacher resources that not included in Mobile App Development with Solar 2D/Corona: Getting Started. Includes multiple app examples and how to make top-down and tower defense games!

What is the difference between Beginning Mobile App Development with Corona and Mobile App Development with Corona?

Beginning Mobile App Development with Corona is an eTextbook designed for use in traditional college and high school classrooms. It has additional material such as assignments and teacher resources that are needed for use in the classroom.

Mobile App Development with Corona has the same basic content but doesn’t include the additional educational resources that are required for teachers and students.
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Criando Aplicações Móveis com Corona (Portuguese translation of Beginning Mobile App Development with Corona)

eTextbook: $34.99 

File Type :

Descrição: Corona SDK permite ao desenvolvedor de jogos e aplicações móveis criar para várias plataformas ao mesmo tempo. Com a habilidade de compilar para o iOS da Apple e o Android da Google, você pode transformar sua ideia na próxima aplicação mais vendida! Crie aplicações em menor tempo para múltiplos mercados e dispositivos móveis sem a tediosa reescrita. Criando Aplicações Móveis com Corona foi escrito para ser usado como um livro de apoio para cursos técnicos e superiores.
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For Education inquiries concerning volume pricing or review copy requests, please contact sales@BurtonsMediaGroup.com

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Previously published books and contributed chapters by Brian G. Burton, Ed.D.:

Burton, B.G., Martin, B. N., Robins, J. (2013) Creation of Knowledge and Student Engagement within Virtual Worlds. In Understanding Learning in Virtual Worlds. Ed. Childs, M. and Peachey, A., Springer Publishing.

Since the publication of the companion volume Researching Learning in Virtual Worlds in 2010, there has been a growth not only in the range and number of educational initiatives taking place in virtual worlds, but also in the depth of analysis of the nature of that education. Understanding Learning in Virtual Worlds reflects those changes through a collection of chapters that are extended versions of research presented at the second Researching Learning in Virtual Environments conference (ReLIVE 11), an international conference hosted by the Open University UK.

Included in this book are chapters that explore the philosophical and methodological underpinnings of understanding learning in virtual worlds, identify and analyse the factors that support learning in these environments, and present case studies that demonstrate some of the various ways in which virtual worlds can be applied to facilitate learning and teaching. The links between learning in a virtual world and learning in the physical world are made apparent throughout, and the authors reveal how understanding learning in one informs the other. Understanding Learning in Virtual Worlds is an important book not only to those who teach in virtual worlds, but to anyone for whom understanding learning, in all its forms, is of interest.

Burton, B. G., Martin, B.N., (2012) Student engagement and the creation of knowledge within a 3D virtual learning environment. In Immersive Environments, Augmented Realities and Virtual Worlds: Assessing Future Trends in Education., Ed. S. D’Agustino, IGI Global Publishing.

Technology has had direct impact on education in increasing the way that society continues to learn. Applications of immersive environments, virtual worlds, and augmented reality have significant implications for how teaching and learning are achieved in contemporary education.

Immersive Environments, Augmented Realities and Virtual Worlds: Assessing Future Trends in Education brings together current research and performance in trends in education. While examining cyber behavior and the use of virtual worlds, immersive technologies and augmented realities aim to improve teaching and enhancing learning.

Burton, B. G., Martin, B. N., Thomas, D. (2010) Collaboration and the use of three-dimensional interface within a virtual learning environment. In Adaptation, Resistance and Access to Instructional Technologies: Assessing Future Trends in Education., Ed. S. D’Agustino. IGI Global Publishing. ISBN 978-1-616-92854-4

Adaptation, Resistance, and Access to Instructional Technologies: Assessing Future Trends in Education captures the current trends in technology integration from PreK-12 to higher education. This relevant research publication focuses on the various constituent groups, namely students, teachers, and communities, in education and the effects of educational technology on learning and empowerment. It is a must-read book for all K-12 school district administrators, principals, technology coordinators, and K-12 teachers, as well as undergraduate and graduate school of education, teacher preparation programs, and clinical field supervisors of teachers.

Burton, B. G. (2009). Collaboration within three-dimensional learning environments:  The impact on student success. VDM Publishing. ISBN 978-3-639-17355-0.

As many business and educational organizations begin to consider using 3D virtual environments as learning platforms, it is important to ask the question, do such environments engender collaboration and student learning? In this book, Dr. Brian Burton examines the development of constructivist learning using 3D virtual learning environments and the occurrence of collaboration, knowledge spirals, and student success in these environments. Using undergraduate students from two different universities, Dr. Burton utilizes a 3D game engine to teach a difficult topic in Computer Science and game development. The topic is richly explored both quantitatively and qualitatively. Suggestions for further research and application of the results for future learning opportunities are also included. A valuable resource for anyone considering using a virtual environment for education and learning.

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