Generations of historians have maintained that in the last decade of the nineteenth century white-supremacist racial ideologies such as Anglo-Saxonism, social Darwinism, benevolent assimilation, and the concept of the "white man's burden" drove American imperialist ventures in the nonwhite world. In Race over Empire, Eric T. L. Love contests this view and argues that racism had nearly the opposite effect. From President Grant's attempt to acquire the Dominican Republic in 1870 to the annexations of Hawaii and the Philippines in 1898, Love demonstrates that the imperialists' relationship with the racist ideologies of the era was antagonistic, not harmonious. In a period marked by Jim Crow, lynching, Chinese exclusion, and immigration restriction, Love argues, no pragmatic politician wanted to place nonwhites at the center of an already controversial project by invoking the concept of the "white man's burden." Furthermore, convictions that defined "whiteness" raised great obstacles to imperialist ambitions, particularly when expansionists entered the tropical zone. In lands thought to be too hot for "white blood," white Americans could never be the main beneficiaries of empire. What emerges from Love's analysis is a critical reinterpretation of the complex interactions between politics, race, labor, immigration, and foreign relations at the dawn of the American century.
Reproduction of the original. The publishing house Megali specialises in reproducing historical works in large print to make reading easier for people with impaired vision.
DEFIANCE IS A GIFT! 1536 Angola Africa Asana, is prince of the Adonje Tribe, the largest in Angola. His father Sefu, the King is a pillar of strength, his mother Kalila, is a warrior queen. Together they reign over a period of peace and prosperity in the tribal lands. This peace becomes threatened when King Ayras of Portugal employs Jonathan Zurko, a ruthless mercenary to travel to Angola to kidnap a workforce of slaves to extend his hand in Brazil. Asana's life is changed forever when he is taken captive and transported to Brazil as a slave. At the Brazilian shore, Asana and a small group of slaves are able to escape into the jungle where Asana is injured near death. A trio of Brazilian Indians find Asana's body and reluctantly took him into their care. When Zurko and his army venture into the murderous Brazilian jungle to kidnap more villagers to fill their quota; Asana and his new family are posed with the question how can a village defy an empire?
Continuing the tale of Swordsinger, the elderly Duke of Dalraida sails to the Fair Isles to visit his mother, the youthful Princess Loi and the last remnants of the Sidhe Faerie on Earth. He explains that he has found an heir and confesses that he feels his time is near. Loi wonders if the heir is strong enough for the coming struggles. Back at his castle in Dalraida, Scotland, the Duke meets with the MacIains and reveals that their family has faced bands of wretched creatures time and time again throughout their history. He believes that the evil beasts are reaching out from the past to destroy all the members of his clan. Florry then meets the Duke's mother, Loi of The Fair Isles, Princess of the Sidhe Faerie, to whom she bears a startling resemblance. They develop a bond as their true purpose unfolds. The MacIains reawaken their inherited ability to time travel. Their inexperience separates them in time as they stumble through different eras. Once they master the art of travelling, they reunite during the final grand battle in Scotland. It is a desperate fight, both for their lives and for the future of the world as we know it. During combat, the Swordsinger is ultimately revealed.
Reprint of the original, first published in 1872. The publishing house Anatiposi publishes historical books as reprints. Due to their age, these books may have missing pages or inferior quality. Our aim is to preserve these books and make them available to the public so that they do not get lost.
After the collapse of the dollar, the fast-paced American life has come to a screeching halt. No longer do American citizens need to wonder what it would be like to live in a 3rd world country--they now experience it first-hand. Grey Nathan, a family man who has spent most of his life chasing the American Dream, is forced to adapt to the changing world and survive a new way of life. With limited resources, crime and violence are realities and not just problems plaguing the "bad" parts of town. The only way to endure is to stick together. Acquaintances must become friends...and friends must become family.
Ghostalker Ropa Moyo and her rag-tag team of magicians are back in The Mystery at Dunvegan Castle, the third book in the spellbinding USA Today bestselling Edinburgh Nights series by T. L. Huchu. She came for magic. She stayed to solve a murder . . . Ropa Moyo is no stranger to magic or mysteries. But she’s still stuck in an irksomely unpaid internship. So she’s thrilled to attend a magical convention at Dunvegan Castle, on the Isle of Skye, where she’ll rub elbows with eminent magicians. For Ropa, it’s the perfect opportunity to finally prove her worth. Then a librarian is murdered and a precious scroll stolen. Suddenly, every magician is a suspect, and Ropa and her allies investigate. Trapped in a castle, with suspicions mounting, Ropa must contend with corruption, skulduggery and power plays. Time to ask for a raise? Edinburgh Nights series: The Library of the Dead Our Lady of Mysterious Ailments The Mystery at Dunvegan Castle The Legacy of Arniston House At the Publisher's request, this title is being sold without Digital Rights Management Software (DRM) applied.
The Handbook of Human and Social Conditions in Assessment is the first book to explore assessment issues and opportunities occurring due to the real world of human, cultural, historical, and societal influences upon assessment practices, policies, and statistical modeling. With chapters written by experts in the field, this book engages with numerous forms of assessment: from classroom-level formative assessment practices to national accountability and international comparative testing practices all of which are significantly influenced by social and cultural conditions. A unique and timely contribution to the field of Educational Psychology, the Handbook of Human and Social Conditions in Assessment is written for researchers, educators, and policy makers interested in how social and human complexity affect assessment at all levels of learning. Organized into four sections, this volume examines assessment in relation to teachers, students, classroom conditions, and cultural factors. Each section is comprised of a series of chapters, followed by a discussant chapter that synthesizes key ideas and offers directions for future research. Taken together, the chapters in this volume demonstrate that teachers, test creators, and policy makers must account for the human and social conditions that shape assessment if they are to implement successful assessment practices which accomplish their intended outcomes.
Thomas Love Peacock was an English novelist, poet, and official of the East India Company. "Headlong Hall" like most of Peacock's novels, assembles a group of characters who discuss topics that were then of interest to Peacock and his circle of intellectual friends. Peacock uses the work to parody contemporary thinking in a variety of disparate areas, including utilitarianism, vegetarianism, aesthetics, music, poetry, art criticism, and so on.
A study of Everquest that provides a snapshot of multiplayer gaming culture, questions the truism that computer games are isolating and alienating, and offers insights into broader issues of work and play, gender identity, technology, and commercial culture. In Play Between Worlds, T. L. Taylor examines multiplayer gaming life as it is lived on the borders, in the gaps—as players slip in and out of complex social networks that cross online and offline space. Taylor questions the common assumption that playing computer games is an isolating and alienating activity indulged in by solitary teenage boys. Massively multiplayer online games (MMOGs), in which thousands of players participate in a virtual game world in real time, are in fact actively designed for sociability. Games like the popular Everquest, she argues, are fundamentally social spaces. Taylor's detailed look at Everquest offers a snapshot of multiplayer culture. Drawing on her own experience as an Everquest player (as a female Gnome Necromancer)—including her attendance at an Everquest Fan Faire, with its blurring of online—and offline life—and extensive research, Taylor not only shows us something about games but raises broader cultural issues. She considers "power gamers," who play in ways that seem closer to work, and examines our underlying notions of what constitutes play—and why play sometimes feels like work and may even be painful, repetitive, and boring. She looks at the women who play Everquest and finds they don't fit the narrow stereotype of women gamers, which may cast into doubt our standardized and preconceived ideas of femininity. And she explores the questions of who owns game space—what happens when emergent player culture confronts the major corporation behind the game.
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