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[[Category:Popular Science|*]]
[[Category:New Reviews|Popular Science]] __NOTOC__ <!-- Remove -->
{{newreview
|author=Tristan Gooley
|title=How to Read Water
|rating=4
|genre=Popular Science
|summary=Signs are all around us, if we know where to look. The ability to read and interpret signs is particularly useful to navigators and those who make their living on the water. In fact, the ability to read water can mean the difference between life and death, especially when strong tidal currents are involved. Of course, there are those who take water-reading beyond the ability of even the most experienced sailors. Traditional Arab navigators called this knowledge the ''isharat.'' Pacific islanders call it ''kapesani lemetau''-the talk of the sea or water lore. Those who posses such knowledge have been baffling Westerners for centuries with their seemingly preternatural ability to understand the water.
|amazonuk=<amazonuk>1473615208</amazonuk>
}}
{{newreview
|author=Michael Marder
|summary=Over the years I've regularly been infuriated by the way that seemingly intelligent people abuse statistics - or perhaps misuse them deliberately to deceive us. Politicians, journalists, academics all seem to fall into the trap with alarming regularity and I was tempted into reading this book by a quote from Ronald Coase (Nobel Prize-winning Economist) that 'If you torture data long enough, it will confess'. The author, Dr Gary Smith, taught at Yale for seven years and is now a professor at Pomona College in California. His book is aimed at the layman rather than the academic - does it hit the mark?
|amazonuk=<amazonuk>0715649140</amazonuk>
}}
{{newreview
|title=Mind Change
|author=Susan Greenfield
|rating=3.5
|genre=Popular Science
|summary=The year is 2014. The digital age is upon us and Greenfield seeks to explore what the impact of its technologies might be.
 
Heralding from the discipline of neuroscience, Greenfield’s case, in short, is that the brain may be changing to meet the demands of the digital twenty-first century. Online mass-player games, digitally equipped classrooms, electronic readers and search-engines each challenge how the mind has traditionally socialised and learned.
|amazonuk=<amazonuk>1846044308</amazonuk>
}}

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