Books

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Books and textbooks available through Burtons Media Group:

Free updates for all eBooks published by Burtons Media Group!

 

Game Design Fundamentals with Amazon Lumberyard: Space Explorer

eTextbook: $9.99  Early Release now available for $7.99 (PDF only)!


Introduces the game design pipeline using Blender, GIMP, and Amazon Lumberyard.
Early Release includes introduction to Blender, GIMP, and Lumberyard.
Chapters 1-9 + Appendix.
Includes scripting with Lua and Script Canvas.
Based on v.1.11.1 of Amazon Lumberyard

Free updates for the life of the eBook!

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Creating Isometric Games with Corona SDK: Dungeon Crawler

eBook : $9.99 Early Release coming soon!  Reserve your copy today


How to create isometric games using Corona Labs Corona SDK

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Learning Mobile Application & Game Development with Corona SDK 

eTextbook: $39.99 Available in PDF, ePub & mobi.

File Type :

Free updates for the life of the eBook!

LMAGDCIntroduces 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: Getting Started

ebook: $29.99 

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!
Download Code Samples & Resource Files

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Beginning Mobile App Development with Corona

eTextbook: $34.99 

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 in not included in Mobile App Development with Corona: Getting Started. Includes multiple app examples and how to make top-down and tower defense games!

Download Code Samples & Resource Files

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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Desarrollo de Aplicaciones Móviles con Corona (Spanish translation of Beginning Mobile App Development with Corona)

coverimage-spanish2eTextbook: $34.99 

File Type :

Descripción
: Corona SDK permite a la aplicación móvil y desarrollador de juegos de crear para múltiples plataformas al mismo tiempo. Con la capacidad de desarrollar para iOS de Apple y Android de Google, puede convertir su idea en la aplicación más vendida que viene! Crear aplicaciones en menos tiempo para múltiples mercados y dispositivos móviles sin necesidad de volver a escribir tedioso. Incluye múltiples ejemplos de aplicaciones y cómo hacer de arriba hacia abajo y juegos torre de defensa!
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Game Development Fundamentals Pipeline with Unity 3D: Rollerball

Book 2 of the Entire Game & Graphic Series
eTextbook: $9.99. 

File Type :

Available in PDF (ePub & mobi coming soon).

Covers the full pipeline of game development using the Unity 3D game engine.  In this second textbook of the E.G.G. series, Professors Jeff Huff & Brian Burton (co-creators of a very successful game development degree at the University level) show how to create a simple physics based game from design, to 3D modeling with 3DS Max, to texturing with Photoshop, and game design with Unity 3D, finally publishing for iOS, Android, Blackberry, and Windows 8 mobile devices.

In this textbook, you will learn to make a roller ball/labyrinth style game.  Students will learn to design, model, texture, import, program, modify for mobile devices, and publish the game

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Game Development Fundamentals Pipeline with Unity 3D: Plinko

Book 1 of the Entire Game & Graphic Series
eTextbook: $9.99. 

File Type :

Available in PDF (ePub & mobi coming soon).

Covers the full pipeline of game development using the Unity 3D game engine.  In this first textbook of the E.G.G. (Entire Graphic & Game) series, Professors Jeff Huff & Brian Burton (co-creators of a very successful game development degree at the University level) show how to create a simple physics based game from design, to 3D modeling with 3DS Max, to texturing with Photoshop, and designing the game in Unity 3D, finally publishing for PC, Mac, and Web.
In this textbook you will learn how to make Plinko, a classic game. Students will learn to design, model, texture, import, program, modify for mobile devices, and publish the game.  Designed for those new to using 3D modeling, texturing, and game engines. The specific pipeline uses 3DS Max to Photoshop to Unity 3D.

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For Education inquiries concerning volume pricing or review copy requests, please contact sales@BurtonsMediaGroup.com

 

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 Educationcaptures 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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