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Bøger af Tom Chatfield

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  • - Your Essential Guide
    af Tom Chatfield
    330,95 - 946,95 kr.

    Your personal toolkit for critical thinking provides a power pack of resources to help you succeed in your essays and coursework - and in life!

  • af Tom Chatfield
    109,95 - 233,95 kr.

  • af Tom Chatfield
    113,95 kr.

    Your brain is BRILLIANT! And so is mine! We all have amazing brains, and each one is different. In this book, you'll discover that different people's brains have different strengths and needs. We're going to meet some people and find out what it feels like to be them. From people living with dyslexia to others who are autistic - there are billions of different brains in the world and not one of them is perfectly 'average' or 'normal'. They are all the best at being themselves. Your Brilliant Brain is part of the Astro range from Rising Stars Reading Planet. Astro books are ideal for struggling and reluctant readers aged 7-11. Each book is dual-banded so that children can improve their fluency whilst enjoying exciting fiction and non-fiction relevant to their age. Reading Planet books have been carefully levelled to support children in becoming fluent and confident readers. Each book features useful notes and questions to support reading at home and develop comprehension skills. Interest age: 10-11 Reading age: 8 -9 years

  • - Your Essential Guide to Clear, Critical Thought
    af Tom Chatfield
    168,95 - 674,95 kr.

    In his characteristic warm style, Tom Chatfield offers an introduction to critical thinking, looking at the habits and practices that are fundamental to clear thinking and effective style.

  • af Tom Chatfield
    178,95 kr.

  • - the dark web threatens one innocent man
    af Tom Chatfield
    94,95 - 178,95 kr.

    Set in the technological underbelly of the 21st century, and taking the reader between London, Berlin, Athens and Los Angeles, THIS IS GOMORRAH is an ultra-modern thriller for fans of I AM PILGRIM and James Swallow.

  • af Tom Chatfield
    94,95 kr.

    Do you want to spend more quality time with the people, ideas and passions that matter most in your life? This book helps you explore your beliefs, ambitions, friendships, memories and flights of imagination.

  • af Tom Chatfield
    167,95 kr.

    Eine Entdeckungsreise durch das Internet: Datenstrome, Netzwerke und virtuelle RealitatenDas Internet Das World Wide Web Internet-Provider E-Mail Personal Computer Server Browser Markierungssprachen Suchmaschinen Web 2.0 Netiquette Blogs Aggregation Chat Filesharing Streamen von Medien Rich Content Drahtlos ins Internet Smartphones Malware, Spyware, Junkware Spam Privatsphare im Internet Das Deep Web"e; Hacker Cyberwar Soziale Netzwerke Spielkonsolen Mashups Culture Jamming Online-Handel Online-Werbung Analyse des Web-Verkehrs OCR Maschinelle Ubersetzungen Standortbezogene Dienste Virtuelle Objekte E-Government Crowdsourcing Freie Software Digitaler Vertrieb Cloud Computing Verbreitung nach Virenart Virtuelle Welten Avatare Netzneutralitat Das semantische Netz Erweiterte Realitat Konvergenz Das Internet der Dinge Aufmerksamkeit, Ablenkung, Zerstreuung_____Wir stecken mitten in einer kulturellen und technologischen Revolution, aber viele von uns haben in dem rapiden Wandel die Orientierung verloren und verstehen nur bedingt, was sich da abspielt. Der Band 50 Schlusselideen Digitale Kultur liefert den roten Faden durch die verwirrend vielfaltige Welt des Internets und klart uber die neuen Technologien auf, die nicht nur unsere Welt, sondern auch uns selbst verandern.Tom Chatfield, der zu den fuhrenden Experten fur diese neuen Technologien gehort, leitet uns sicher durch die grundlegenden digitalen Phanomene unserer Zeit: seien es die Browser, die wir zum Surfen im Web und fur unsere Aktionen in den sozialen Netzwerken brauchen, die Frage, welche Auswirkungen die immer zerfahrener werdende Welt auf unsere Privatsphare hat, oder das Culture Jamming, das Protestbewegungen immer haufiger bei ihrem Kampf gegen traditionelle Autoritaten einsetzen. Das Buch ist ein unverzichtbarer Leitfaden fur die Reise in die digitale Zukunft, ob es um die Erforschung des Deep Web geht, das 99 Prozent des Internets umfasst und fur die meisten Suchmaschinen unzuganglich bleibt, oder um die erweiterte Realitat, die unsere Art und Weise, mit der Welt in Kontakt zu treten, grundlegend andern wird. Von Malware zu Mashups, vom Spam zum semantischen Web, von Emails zu Avataren - 50 Schlusselideen Digitale Kultur gehort zur Pflichtlekture fur alle, die versuchen mochten, die tiefgreifenden sozialen Anderungen des digitalen Zeitalters und ihren Einfluss auf unser Verhalten zu verstehen.

  • af Tom Chatfield & The School of Life
    148,95 kr.

    Our world is, increasingly, a digital one. Over half of the planet's adult population now spend more of their waking hours 'plugged in' than not, whether to the internet, mobile telephony, or other digital media. To email, text, tweet and blog our way through our careers, relationships and even our family lives is now the status quo. But what effect is this need for constant connection really having? For the first time, Tom Chatfield examines what our wired life is really doing to our minds and our culture - and offers practical advice on how we can hope to prosper in a digital century. One in the new series of books from The School of Life, launched May 2012: How to Stay Sane by Philippa Perry How to Find Fulfilling Work by Roman Krznaric How to Worry Less About Money by John Armstrong How to Change the World by John-Paul Flintoff How to Thrive in the Digital Age by Tom Chatfield How to Think More About Sex by Alain de Botton

  • - Why games are the 21st Century's most serious business
    af Tom Chatfield
    188,95 kr.

    'Tom Chatfield's Fun Inc. is the most elegant and comprehensive defence of the status of computer games in our culture I have read, as well as a helpful compendium of research ... The numbers surrounding the sector are certainly thudding. By the end of 2008, annual sales of video games - not including consoles or devices - was $40 billion, comfortably outstripping the movie business. In the same year, Nintendo's employees were more profitable per head than Google's. The sheer pervasiveness of game experience - 99 per cent of teenage boys and 94 per cent of teenage girls having played a video game - means that instant naffness falls upon those who express a musty disdain for the medium. In fact, as Fun Inc. elegantly explains, computer game-playing has a very strong claim to be one of the most vital test-beds for intellectual enquiry.'Independent