Blog Smith

Blog Smith is inspired by the myth of Hephaestus in the creation of blacksmith-like, forged materials: ideas. This blog analyzes topics that interest me: IT, politics, technology, history, education, music, and the history of religions.

Tuesday, April 21, 2015

Unit 2

11.127x Unit 2 is now live! This week we’ll think about how games can mean something. How can a game convey a concept? How do players learn from games? You’ll hear about characteristics and qualities of games and recognize some of the ways games are special. For this unit, you will create a pitch for your learning game and of course, provide feedback on other pitches.

The pitch is a very important assignment. You will be sharing your thoughts regarding the learning game you’ll be developing over the rest of the course. Just like in Unit 1, you’ll post in the forum for the assignment. However, we’d also like you to consider engaging with your working group (survey-based) and/or affinity group for the purpose of providing and receiving additional feedback. Don’t worry if you haven’t been active with a group yet; now is a great time to get involved! Complete the working group survey or check out the affinity groups.

Thank you for participating in the live Reddit event. Eric appreciated your thoughtful questions. The archive of the event is still available, and if you search for "profklopfer" you can easily find his responses. Our next live event will happen on Wednesday, April 29, 2015 2:30 PM UTC. Course staff will critique selected prototypes.

Welcome to Unit 2!
A digital game is often much more than just a game. In Unit 2, we’re going to attempt to outline how and why.
  • Lenses: Dr. Ian Bogost introduces the concept of procedural rhetoric and Prof. Eric Zimmerman talks about games and instrumentality. These are both perspectives that will help you consider the meaning of games in new ways. 
  • Unexpected Lessons: Prof. Kurt Squire explains to Prof. Eric Klopfer how players can sometimes learn unexpected, unplanned things from games, even from games designed for entertainment. He considers how this impacts game design and implementation. 
  • Frameworks for Educational Games: Scot Osterweil and Eric present frameworks that they find to be valuable when thinking about educational games. 
  • Learning in a Gaming Environment: Prof. Constance Steinkuehler discusses how massively multiplayer online game (MMO) players learn in and around the gamespace. Joel Levin describes ways players learn in the game Minecraft and also how the game has inspired interesting projects in the educational sphere.  
We will be reading excerpts of Quest to Learn: Developing the School for Digital Kids by Katie Salen, et al. and those who wish to dive deeper can read Ian Bogost’s “The Rhetoric of Video Games."
Presentations : Dr. Ian Bogost (a 2011 ScriptaLab taped event originally presented February 17, 2011),  Prof. Eric Zimmerman (taped at the Sandbox Summit in 2012) - Note: This content was not produced by edX, The Education Arcade, or Scheller Teacher Education Program.
Appearances by: Kurt Squire, Scot Osterweil, Constance Steinkuehler, Joel Levin
http://youtu.be/4gQX6eEom6w
Welcome to Unit 2! A digital game is often much more than just a game. In Unit 2, we’re going to attempt to outline how and why. Lenses: Dr. Ian Bogost introduces the concept of procedural rhetoric and Prof. Eric Zimmerman talks about games and instrumentality. These are both perspectives that will help you consider the meaning of games in new ways. Unexpected Lessons: Prof. Kurt Squire explains to Prof. Eric Klopfer how players can sometimes learn unexpected, unplanned things from games, even from games designed for entertainment. He considers how this impacts game design and implementation. Frameworks for Educational Games: Scot Osterweil and Eric present frameworks that they find to be valuable when thinking about educational games. Learning in a Gaming Environment: Prof. Constance Steinkuehler discusses how massively multiplayer online game (MMO) players learn in and around the gamespace. Joel Levin describes ways players learn in the game Minecraft and also how the game has inspired interesting projects in the educational sphere. We will be reading excerpts of Quest to Learn: Developing the School for Digital Kids by Katie Salen, et al. and those who wish to dive deeper can read Ian Bogost’s “The Rhetoric of Video Games." Presentations : Dr. Ian Bogost (a 2011 ScriptaLab taped event originally presented February 17, 2011), Prof. Eric Zimmerman (taped at the Sandbox Summit in 2012) - Note: This content was not produced by edX, The Education Arcade, or Scheller Teacher Education Program. Appearances by: Kurt Squire, Scot Osterweil, Constance Steinkuehler, Joel Levin
http://youtu.be/Qe4poKsy9lw
In this video, Dr. Ian Bogost addresses one way we might look at how games mean. He addresses his idea of “procedural rhetoric,” whereby the rules of a system create a model of reality, and that model is a kind of argument about the world. As Dr. Bogost describes, the game Animal Crossing enabled a key insight about how that game’s mechanic of house decorating enables a window to examine capitalism. While it can, at times, be a demanding talk to understand if you are new to these ideas, we promise that we assigned it because a) Dr. Bogost is a highly entertaining public speaker and b) we believe that his analysis and ideas are an important way to understand how a game can mean something - through its rules. (If you find it challenging, we suggest reading the transcript and/or reading the associated "Dive Deeper" chapter in this unit.) Think about this argument as you watch the other videos in this Unit - how does this perspective differ from Eric Zimmerman’s or Scot Osterweil’s, say? What is similar? Dr. Ian Bogost is an award-winning videogame designer and media philosopher and director of the Georgia Institute of Technology digital media graduate program. This is a recording of one of the 2011 ScriptaLab events originally presented February 17, 2011.
http://youtu.be/mReVUr_bvI8
In this talk, The New Art of Gaming (Presented at Sandbox Summit, 2012), Prof. Eric Zimmerman talks about the concept of “instrumentality.” This is a long talk, but a compelling one as Prof. Zimmerman cautions against treating games as mere vehicles for learning, but instead treating them as cultural objects in their own right. He asserts that this can be even more educational (and a better education!) than treating games as a content delivery mechanism. What do you think? How might his ideas be considered in light of the ideas of others in this unit? Are they at odds? Are they complementary? Prof. Eric Zimmerman is a founder of the NYU Game Center and, "a game designer, entrepreneur, author, and academic who has been working in the game industry for 15 years." Sandbox Summit is an annual idea forum at MIT that addresses how technology affects the ways kids play, learn and connect. For more information, visit sandboxsummit.org.
http://youtu.be/iVfFkIYXRHA
Prof. Kurt Squire talks about learning from his own early gaming experiences and how this has influenced his understanding of how games can foster learning, as well as how games can be utilized in the classroom. As you think about your project, consider things learners might take away from your game that may not be related to the subject matter.
http://youtu.be/iVfFkIYXRHA
Now that you have had the opportunity to hear Kurt Squire talk about how games can spark unintended learning, take a moment to reflect on your own game-playing experiences. Have you played a game that taught you things you didn't expect? What did you learn? Why was it unexpected? You are welcome to share your reflections with your classmates in the forum.
Scot Osterweil and Eric Klopfer speak about the nature of play and discuss what makes a good game. Scot breaks down these factors into his Four Freedoms of Play and provides illustrative examples. Remember the concept of "hard fun" as you work on your course project.
http://youtu.be/tuFRWwI-yxg
Eric and Scot's conversation continues and Eric identifies characteristics and qualities that make games "gamey." What do you think about the principles Eric talks about? As you go through this unit, think about whether certain ones are more important to you than others.
http://youtu.be/bemLRevyBKI
Play a game for about 15 minutes; it doesn't necessarily have to be digital. As you play, think about it in terms of the Four Freedoms of Play and the Five Principles for Games that Scot and Eric discussed. Did you have the freedom to explore? Did the game offer you interesting choices? These questions are just an example of the kinds of the things you might think about. Feel free to write your thoughts in the forum and discuss other participants' experiences.
Prof. Constance Steinkuehler describes a few ways learning occurs in and around massively multiplayer online games (MMOs) like World of Warcraft. She explains that spaces around MMOs, like forums, are fertile ground for discussion and analysis regarding social interaction and learning. It is important to consider the context in which games exist and the context they can generate for learning; don't forget about context as you work on your project.
https://courses.edx.org/courses/course-v1:MITx+11.127x+1T2015/courseware/ac7f69bfecde48198dfaa58ae1cb40b6/74a8e323054c4877b4f196e43145ab42/
Constance and Eric continue their discussion. Eric talks about some of his own experiences playing World of Warcraft and getting help in and around the game.
http://youtu.be/ujJ3gRPZcuI
Joel Levin discusses how learning in Minecraft has inspired implementation in the classroom.
http://youtu.be/DaFvvxEDkL4
http://youtu.be/Fb9M0bFpD4s
QUEST TO LEARN This book is a research and development document outlining the learning framework for the school Quest to Learn in New York. Read the "Game Based-Learning and Knowing Section," and browse through the "Curriculum and Instruction" section if you are interested. Salen, Katie, et al. 2011. Quest to Learn: Developing the School for Digital Kids. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press. DIVE DEEPER: THE RHETORIC OF VIDEO GAMES Peruse this article to enhance your understanding of the video presentation. Bogost, Ian. "The Rhetoric of Video Games." The Ecology of Games: Connecting Youth, Games, and Learning. Edited by Katie Salen. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press, 2008. 117–140. doi: 10.1162/dmal.9780262693646.117
http://q2l.org
http://dmlcentral.net/sites/dmlcentral/files/resource_files/Quest_to_LearnMacfoundReport.pdf
http://www.cogsci.rpi.edu/public_html/ruiz/EGDFall2013/readings/RhetoricVideoGames_Bogost.pdf
https://courses.edx.org/courses/course-v1:MITx+11.127x+1T2015/courseware/ac7f69bfecde48198dfaa58ae1cb40b6/25bedf9b46aa4dbfa9eaf5a0a27d4f4e/
For this week, we’re asking you to develop a pitch for a learning game you want to make over the duration of the rest of the course. Prof. Klopfer has addressed this in the introductory video, and Jason explains more above. Present the other members of the class with a brief explanation of a game you’d like to make (in the forums). You can do this in any form - text, video, slide presentation - just remember to make your links public before you share. Below are some important things to consider when making your pitch: Go With What You Know: For creating your first learning game, it’s probably a good idea to teach something you have some familiarity with. This will make it easier to generate content and come up with good ideas. Of course - this can backfire. If you’re too expert in your topic, it may be difficult to understand what might be challenging for novices to understand. Scope It Down: As Jason mentions in the video, don’t try to make a simulation of every aspect of a trip to Mars. Make as simple and small a game as you can to start. Make a simulator that will help understand climate on Mars instead. Focus Up: Make sure you get the most important details into your pitch: - Who is your audience? - What is your topic? Why is that interesting? - Briefly explain your game. What is the fun in your topic/game? - Where/how do you propose the game will be played? - Think about the curriculum assignment from Unit 1 - how do you think someone would use your game to teach? Remember, we encourage collaboration in this class, so be on the look out for people with similar interests - you might be able to team up and make an even more impressive project than you could make on your own. Guidance for Peer Feedback Provide feedback to at least three participants whose posts appear below yours. If those participants have already received feedback, look for participants who have not received any. Follow the Peer Review Feedback guidelines and consider the following: Do you think the game serves its purpose, meaning it is appropriate to the topic, audience, and how it will be used to teach? How can you help the participant improve his or game? You might suggest a change/addition (Ex.: Consider covering pre-alegra skills.) or a question (Ex.: Do you think this game could be used to assess learners' progress later in the year?). Did a participant's pitch prompt a change in your own thinking? If so, comment on it.

The goal of this assignment is for you to become more comfortable with Gameblox. We recommend that you pick a project and modify it in some way. You can pick a project from the demos page or any other Gameblox project you have seen. demo link Alternatively, if you have a simple game in mind, think of one small aspect of that game, and go ahead and build it in Gameblox. Don't make it fancy and don't make it elaborate. Just get it working and running so that you, the game designer, understand how that mechanic works and how your player will interact with it. If you are choosing to work in a different digital tool, do the same thing: get a very basic mechanic up and working. Post your game in the forums, and describe what changes you have made, and what challenges you ran into.


The goal of this assignment is for you to become more comfortable with Gameblox. We recommend that you pick a project and modify it in some way. You can pick a project from the demos page or any other Gameblox project you have seen. demo link Alternatively, if you have a simple game in mind, think of one small aspect of that game, and go ahead and build it in Gameblox. Don't make it fancy and don't make it elaborate. Just get it working and running so that you, the game designer, understand how that mechanic works and how your player will interact with it. If you are choosing to work in a different digital tool, do the same thing: get a very basic mechanic up and working. Post your game in the forums, and describe what changes you have made, and what challenges you ran into.
























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  • Abbot, Edwin A., Flatland;
  • Accelerate: Technology Driving Business Performance;
  • ACM Queue: Architecting Tomorrow's Computing;
  • Adkins, Lesley and Roy A. Adkins, Handbook to Life in Ancient Rome;
  • Ali, Ayaan Hirsi, Nomad: From Islam to America: A Personal Journey Through the Clash of Civilizations;
  • Ali, Tariq, The Clash of Fundamentalisms: Crusades, Jihads, and Modernity;
  • Allawi, Ali A., The Crisis of Islamic Civilization;
  • Alperovitz, Gar, The Decision To Use the Atomic Bomb;
  • American School & University: Shaping Facilities & Business Decisions;
  • Angelich, Jane, What's a Mother (in-Law) to Do?: 5 Essential Steps to Building a Loving Relationship with Your Son's New Wife;
  • Arad, Yitzchak, In the Shadow of the Red Banner: Soviet Jews in the War Against Nazi Germany;
  • Aristotle, Athenian Constitution. Eudemian Ethics. Virtues and Vices. (Loeb Classical Library No. 285);
  • Aristotle, Metaphysics: Books X-XIV, Oeconomica, Magna Moralia (The Loeb classical library);
  • Armstrong, Karen, A History of God;
  • Arrian: Anabasis of Alexander, Books I-IV (Loeb Classical Library No. 236);
  • Atkinson, Rick, The Guns at Last Light: The War in Western Europe, 1944-1945 (Liberation Trilogy);
  • Auletta, Ken, Googled: The End of the World As We Know It;
  • Austen, Jane, Pride and Prejudice;
  • Bacevich, Andrew, The Limits of Power: The End of American Exceptionalism;
  • Baker, James A. III, and Lee H. Hamilton, The Iraq Study Group Report: The Way Forward - A New Approach;
  • Barber, Benjamin R., Jihad vs. McWorld: Terrorism's Challenge to Democracy;
  • Barnett, Thomas P.M., Blueprint for Action: A Future Worth Creating;
  • Barnett, Thomas P.M., The Pentagon's New Map: War and Peace in the Twenty-First Century;
  • Barron, Robert, Catholicism: A Journey to the Heart of the Faith;
  • Baseline: Where Leadership Meets Technology;
  • Baur, Michael, Bauer, Stephen, eds., The Beatles and Philosophy;
  • Beard, Charles Austin, An Economic Interpretation of the Constitution of the United States (Sony Reader);
  • Benjamin, Daniel & Steven Simon, The Age of Sacred Terror: Radical Islam's War Against America;
  • Bergen, Peter, The Osama bin Laden I Know: An Oral History of al Qaeda's Leader;
  • Berman, Paul, Terror and Liberalism;
  • Berman, Paul, The Flight of the Intellectuals: The Controversy Over Islamism and the Press;
  • Better Software: The Print Companion to StickyMinds.com;
  • Bleyer, Kevin, Me the People: One Man's Selfless Quest to Rewrite the Constitution of the United States of America;
  • Boardman, Griffin, and Murray, The Oxford Illustrated History of the Roman World;
  • Bracken, Paul, The Second Nuclear Age: Strategy, Danger, and the New Power Politics;
  • Bradley, James, with Ron Powers, Flags of Our Fathers;
  • Bronte, Charlotte, Jane Eyre;
  • Bronte, Emily, Wuthering Heights;
  • Brown, Ashley, War in Peace Volume 10 1974-1984: The Marshall Cavendish Encyclopedia of Postwar Conflict;
  • Brown, Ashley, War in Peace Volume 8 The Marshall Cavendish Illustrated Encyclopedia of Postwar Conflict;
  • Brown, Nathan J., When Victory Is Not an Option: Islamist Movements in Arab Politics;
  • Bryce, Robert, Gusher of Lies: The Dangerous Delusions of "Energy Independence";
  • Bush, George W., Decision Points;
  • Bzdek, Vincent, The Kennedy Legacy: Jack, Bobby and Ted and a Family Dream Fulfilled;
  • Cahill, Thomas, Sailing the Wine-Dark Sea: Why the Greeks Matter;
  • Campus Facility Maintenance: Promoting a Healthy & Productive Learning Environment;
  • Campus Technology: Empowering the World of Higher Education;
  • Certification: Tools and Techniques for the IT Professional;
  • Channel Advisor: Business Insights for Solution Providers;
  • Chariton, Callirhoe (Loeb Classical Library);
  • Chief Learning Officer: Solutions for Enterprise Productivity;
  • Christ, Karl, The Romans: An Introduction to Their History and Civilization;
  • Cicero, De Senectute;
  • Cicero, The Republic, The Laws;
  • Cicero, The Verrine Orations I: Against Caecilius. Against Verres, Part I; Part II, Book 1 (Loeb Classical Library);
  • Cicero, The Verrine Orations I: Against Caecilius. Against Verres, Part I; Part II, Book 2 (Loeb Classical Library);
  • CIO Decisions: Aligning I.T. and Business in the MidMarket Enterprise;
  • CIO Insight: Best Practices for IT Business Leaders;
  • CIO: Business Technology Leadership;
  • Clay, Lucius Du Bignon, Decision in Germany;
  • Cohen, William S., Dragon Fire;
  • Colacello, Bob, Ronnie and Nancy: Their Path to the White House, 1911 to 1980;
  • Coll, Steve, The Bin Ladens: An Arabian Family in the American Century;
  • Collins, Francis S., The Language of God: A Scientist Presents Evidence for Belief ;
  • Colorni, Angelo, Israel for Beginners: A Field Guide for Encountering the Israelis in Their Natural Habitat;
  • Compliance & Technology;
  • Computerworld: The Voice of IT Management;
  • Connolly, Peter & Hazel Dodge, The Ancient City: Life in Classical Athens & Rome;
  • Conti, Greg, Googling Security: How Much Does Google Know About You?;
  • Converge: Strategy and Leadership for Technology in Education;
  • Cowan, Ross, Roman Legionary 58 BC - AD 69;
  • Cowell, F. R., Life in Ancient Rome;
  • Creel, Richard, Religion and Doubt: Toward a Faith of Your Own;
  • Cross, Robin, General Editor, The Encyclopedia of Warfare: The Changing Nature of Warfare from Prehistory to Modern-day Armed Conflicts;
  • CSO: The Resource for Security Executives:
  • Cummins, Joseph, History's Greatest Wars: The Epic Conflicts that Shaped the Modern World;
  • D'Amato, Raffaele, Imperial Roman Naval Forces 31 BC-AD 500;
  • Dallek, Robert, An Unfinished Life: John F. Kennedy 1917-1963;
  • Daly, Dennis, Sophocles' Ajax;
  • Dando-Collins, Stephen, Caesar's Legion: The Epic Saga of Julius Caesar's Elite Tenth Legion and the Armies of Rome;
  • Darwish, Nonie, Now They Call Me Infidel: Why I Renounced Jihad for America, Israel, and the War on Terror;
  • Davis Hanson, Victor, Makers of Ancient Strategy: From the Persian Wars to the Fall of Rome;
  • Dawkins, Richard, The Blind Watchmaker;
  • Dawkins, Richard, The God Delusion;
  • Dawkins, Richard, The Selfish Gene;
  • de Blij, Harm, Why Geography Matters: Three Challenges Facing America, Climate Change, The Rise of China, and Global Terrorism;
  • Defense Systems: Information Technology and Net-Centric Warfare;
  • Defense Systems: Strategic Intelligence for Info Centric Operations;
  • Defense Tech Briefs: Engineering Solutions for Military and Aerospace;
  • Dennett, Daniel C., Breaking the Spell: Religion as a Natural Phenomenon;
  • Dennett, Daniel C., Consciousness Explained;
  • Dennett, Daniel C., Darwin's Dangerous Idea;
  • Devries, Kelly, et. al., Battles of the Ancient World 1285 BC - AD 451 : From Kadesh to Catalaunian Field;
  • Dickens, Charles, Great Expectations;
  • Digital Communities: Building Twenty-First Century Communities;
  • Doctorow, E.L., Homer & Langley;
  • Dodds, E. R., The Greeks and the Irrational;
  • Dostoevsky, Fyodor, The House of the Dead (Google Books, Sony e-Reader);
  • Dostoevsky, Fyodor, The Idiot;
  • Douglass, Elisha P., Rebels and Democrats: The Struggle for Equal Political Rights and Majority Role During the American Revolution;
  • Doyle, Sir Arthur Conan, The Hound of the Baskervilles & The Valley of Fear;
  • Dr. Dobb's Journal: The World of Software Development;
  • Drug Discovery News: Discovery/Development/Diagnostics/Delivery;
  • DT: Defense Technology International;
  • Dunbar, Richard, Alcatraz;
  • Education Channel Partner: News, Trends, and Analysis for K-20 Sales Professionals;
  • Edwards, Aton, Preparedness Now!;
  • EGM: Electronic Gaming Monthly, the No. 1 Videogame Magazine;
  • Ehrman, Bart D., Lost Christianities: The Battles for Scriptures and the Faiths We Never Knew;
  • Ehrman, Bart D., Misquoting Jesus: The Story Behind Who Changed the Bible and Why;
  • Electronic Engineering Times: The Industry Newsweekly for the Creators of Technology;
  • Ellis, Joseph J., American Sphinx: The Character of Thomas Jefferson;
  • Ellis, Joseph J., His Excellency: George Washington;
  • Emergency Management: Strategy & Leadership in Critical Times;
  • Emerson, Steven, American Jihad: The Terrorists Living Among Us;
  • Erlewine, Robert, Monotheism and Tolerance: Recovering a Religion of Reason (Indiana Series in the Philosophy of Religion);
  • ESD: Embedded Systems Design;
  • Everitt, Anthony, Augustus: The Life of Rome's First Emperor;
  • Everitt, Anthony, Cicero: The Life and Times of Rome's Greatest Politician;
  • eWeek: The Enterprise Newsweekly;
  • Federal Computer Week: Powering the Business of Government;
  • Ferguson, Niall, Civilization: The West and the Rest;
  • Ferguson, Niall, Empire: The Rise and Demise of the British World Order and the Lessons for Global Power;
  • Ferguson, Niall, The Cash Nexus: Money and Power in the Modern World, 1700-2000;
  • Ferguson, Niall, The War of the World: Twentieth-Century Conflict and the Decline of the West;
  • Feuerbach, Ludwig, The Essence of Christianity (Sony eReader);
  • Fields, Nic, The Roman Army of the Principate 27 BC-AD 117;
  • Fields, Nic, The Roman Army of the Punic Wars 264-146 BC;
  • Fields, Nic, The Roman Army: the Civil Wars 88-31 BC;
  • Finkel, Caroline, Osman's Dream: The History of the Ottoman Empire;
  • Fisk, Robert, The Great War For Civilization: The Conquest of the Middle East;
  • Forstchen, William R., One Second After;
  • Fox, Robin Lane, The Classical World: An Epic History from Homer to Hadrian;
  • Frazer, James George, The Golden Bough (Volume 3): A Study in Magic and Religion (Sony eReader);
  • Freeh, Louis J., My FBI: Bringing Down the Mafia, Investigating Bill Clinton, and Fighting the War on Terror;
  • Freeman, Charles, The Greek Achievement: The Foundations of the Western World;
  • Friedman, Thomas L. The World Is Flat: A Brief History of the Twenty-First Century Further Updated and Expanded/Release 3.0;
  • Friedman, Thomas L., The Lexus and the Olive Tree: Understanding Globalization;
  • Frontinus: Stratagems. Aqueducts of Rome. (Loeb Classical Library No. 174);
  • Fuller Focus: Fuller Theological Seminary;
  • Fuller, Graham E., A World Without Islam;
  • Gaubatz, P. David and Paul Sperry, Muslim Mafia: Inside the Secret Underworld That's Conspiring to Islamize America;
  • Ghattas, Kim, The Secretary: A Journey with Hillary Clinton from Beirut to the Heart of American Power;
  • Gibson, William, Neuromancer;
  • Gilmour, Michael J., Gods and Guitars: Seeking the Sacred in Post-1960s Popular Music;
  • Global Services: Strategies for Sourcing People, Processes, and Technologies;
  • Glucklich, Ariel, Dying for Heaven: Holy Pleasure and Suicide Bombers-Why the Best Qualities of Religion Are Also It's Most Dangerous;
  • Goldberg, Jonah, Liberal Fascism: The Secret History of the American Left, From Mussolini to the Politics of Meaning;
  • Goldin, Shmuel, Unlocking the Torah Text Vayikra (Leviticus);
  • Goldsworthy, Adrian, Caesar: Life of a Colossus;
  • Goldsworthy, Adrian, How Rome Fell: Death of a Superpower;
  • Goodman, Lenn E., Creation and Evolution;
  • Goodwin, Doris Kearns, Team of Rivals: The Political Genius of Abraham Lincoln;
  • Gopp, Amy, et.al., Split Ticket: Independent Faith in a Time of Partisan Politics (WTF: Where's the Faith?);
  • Gordon, Michael R., and Bernard E. Trainor, Cobra II: The Inside Story of the Invasion and Occupation of Iraq;
  • Government Health IT: The Magazine of Public/private Health Care Convergence;
  • Government Technology's Emergency Management: Strategy & Leadership in Critical Times;
  • Government Technology: Solutions for State and Local Government in the Information Age;
  • Grant , Michael, The Climax of Rome: The Final Achievements of the Ancient World, AD 161 - 337;
  • Grant, Michael, The Classical Greeks;
  • Grumberg, Orna, and Helmut Veith, 25 Years of Model Checking: History, Achievements, Perspectives;
  • Halberstam, David, War in a Time of Peace: Bush, Clinton, and the Generals;
  • Hammer, Reuven, Entering Torah Prefaces to the Weekly Torah Portion;
  • Hanson, Victor Davis, An Autumn of War: What America Learned from September 11 and the War on Terrorism;
  • Hanson, Victor Davis, Between War and Peace: Lessons from Afghanistan to Iraq;
  • Hanson, Victor Davis, Carnage and Culture: Landmark Battles in the Rise of Western Power;
  • Hanson, Victor Davis, How The Obama Administration Threatens Our National Security (Encounter Broadsides);
  • Hanson, Victor Davis, Makers of Ancient Strategy: From the Persian Wars to the Fall of Rome;
  • Hanson, Victor Davis, Ripples of Battle: How Wars of the Past Still Determine How We Fight, How We Live, and How We Think;
  • Hanson, Victor Davis, The End of Sparta: A Novel;
  • Hanson, Victor Davis, The Soul of Battle: From Ancient Times to the Present Day, How Three Great Liberators Vanquished Tyranny;
  • Hanson, Victor Davis, Wars of the Ancient Greeks;
  • Harnack, Adolf Von, History of Dogma, Volume 3 (Sony Reader);
  • Harris, Alex, Reputation At Risk: Reputation Report;
  • Harris, Sam, Letter to a Christian Nation;
  • Harris, Sam, The End of Faith: Religion, Terror, and the Future of Reason;
  • Hayek, F. A., The Road to Serfdom;
  • Heilbroner, Robert L., and Lester Thurow, Economics Explained: Everything You Need to Know About How the Economy Works and Where It's Going;
  • Hempel, Sandra, The Strange Case of The Broad Street Pump: John Snow and the Mystery of Cholera;
  • Hinnells, John R., A Handbook of Ancient Religions;
  • Hitchens, Christopher, God Is Not Great: How Religion Poisons Everything;
  • Hogg, Ian V., The Encyclopedia of Weaponry: The Development of Weaponry from Prehistory to 21st Century Warfare;
  • Hugo, Victor, The Hunchback of Notre Dame;
  • Humphrey, Caroline & Vitebsky, Piers, Sacred Architecture;
  • Huntington, Samuel P., The Clash of Civilizations and the Remaking of World Order;
  • Info World: Information Technology News, Computer Networking & Security;
  • Information Week: Business Innovation Powered by Technology:
  • Infostor: The Leading Source for Enterprise Storage Professionals;
  • Infrastructure Insite: Bringing IT Together;
  • Insurance Technology: Business Innovation Powered by Technology;
  • Integrated Solutions: For Enterprise Content Management;
  • Intel Premier IT: Sharing Best Practices with the Information Technology Community;
  • Irwin, Robert, Dangerous Knowledge: Orientalism and Its Discontents;
  • Jeffrey, Grant R., The Global-Warming Deception: How a Secret Elite Plans to Bankrupt America and Steal Your Freedom;
  • Jewkes, Yvonne, and Majid Yar, Handbook of Internet Crime;
  • Johnson, Chalmers, Blowback: The Costs and Consequences of American Empire;
  • Journal, The: Transforming Education Through Technology;
  • Judd, Denis, The Lion and the Tiger: The Rise and Fall of the British Raj, 1600-1947;
  • Kagan, Donald, The Peloponnesian War;
  • Kansas, Dave, The Wall Street Journal Guide to the End of Wall Street as We Know It: What You Need to Know About the Greatest Financial Crisis of Our Time--and How to Survive It;
  • Karsh, Efraim, Islamic Imperialism: A History;
  • Kasser, Rodolphe, The Gospel of Judas;
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