Day of Doom

Day of Doom
Author : David Baldacci
Publisher : Scholastic Press
Total Pages : 270
Release : 2013
ISBN 10 : 054529844X
ISBN 13 : 9780545298445
Language : EN, FR, DE, ES & NL

Day of Doom Book Description:

After delivering the last ransom, Amy and Dan discover that Vesper One has a terrifying plot and they race against time to stop him from harming millions of innocent people.

The 39 Clues Cahills vs Vespers Book 6 Day of Doom

The 39 Clues  Cahills vs  Vespers Book 6  Day of Doom
Author : David Baldacci
Publisher : Scholastic Inc.
Total Pages : 272
Release : 2013-03-05
ISBN 10 : 9780545344722
ISBN 13 : 0545344727
Language : EN, FR, DE, ES & NL

The 39 Clues Cahills vs Vespers Book 6 Day of Doom Book Description:

The Ultimate Sacrifice It started with a kidnapping. A shadowy organization known only as the Vespers snatched seven members of the Cahill family and demanded a series of bizarre ransoms from around the world. Thirteen-year-old Dan Cahill and his older sister Amy began a global treasure hunt, determined to bring back whatever Vesper One needed, so long as it kept the hostages safe. But when they deliver the last ransom, Amy and Dan discover Vesper One’s terrifying endgame. The objects he demanded are vital pieces in a Vesper plot that will harm millions of innocent people. Now the two siblings and their friends are in an all-out sprint to stop Vesper One . . . before the whole world goes BOOM.

Gamification Concepts Methodologies Tools and Applications

Gamification  Concepts  Methodologies  Tools  and Applications
Author : Management Association, Information Resources
Publisher : IGI Global
Total Pages : 2211
Release : 2015-03-31
ISBN 10 : 9781466682016
ISBN 13 : 1466682019
Language : EN, FR, DE, ES & NL

Gamification Concepts Methodologies Tools and Applications Book Description:

Serious games provide a unique opportunity to engage students more fully than traditional teaching approaches. Understanding the best way to utilize games and play in an educational setting is imperative for effectual learning in the twenty-first century. Gamification: Concepts, Methodologies, Tools, and Applications investigates the use of games in education, both inside and outside of the classroom, and how this field once thought to be detrimental to student learning can be used to augment more formal models. This four-volume reference work is a premier source for educators, administrators, software designers, and all stakeholders in all levels of education.