Author: Michelle Jovin
Publisher: Teacher Created Materials
ISBN: 1425855342
Category : Juvenile Nonfiction
Languages : en
Pages : 32
Book Description
Four students must utilize their math skills to solve a challenging escape room. Do they have what it takes to spot the polygons and make it out before the time is up? Packed with factual information and high-interest content, this fiction math book uses real-world examples of problem solving to build students' math and reading skills. Let's Explore Math sidebars feature math questions that challenge students to develop their math skills. A problem-solving section at the end of the book prompts students to reflect and apply what they've learned. Demystify math with this leveled book that makes learning math fun and accessible for kids ages 10-12 and appeals to reluctant readers.
Fun and Games: Escape Rooms: Polygons ebook
Author: Michelle Jovin
Publisher: Teacher Created Materials
ISBN: 1425855342
Category : Juvenile Nonfiction
Languages : en
Pages : 32
Book Description
Four students must utilize their math skills to solve a challenging escape room. Do they have what it takes to spot the polygons and make it out before the time is up? Packed with factual information and high-interest content, this fiction math book uses real-world examples of problem solving to build students' math and reading skills. Let's Explore Math sidebars feature math questions that challenge students to develop their math skills. A problem-solving section at the end of the book prompts students to reflect and apply what they've learned. Demystify math with this leveled book that makes learning math fun and accessible for kids ages 10-12 and appeals to reluctant readers.
Publisher: Teacher Created Materials
ISBN: 1425855342
Category : Juvenile Nonfiction
Languages : en
Pages : 32
Book Description
Four students must utilize their math skills to solve a challenging escape room. Do they have what it takes to spot the polygons and make it out before the time is up? Packed with factual information and high-interest content, this fiction math book uses real-world examples of problem solving to build students' math and reading skills. Let's Explore Math sidebars feature math questions that challenge students to develop their math skills. A problem-solving section at the end of the book prompts students to reflect and apply what they've learned. Demystify math with this leveled book that makes learning math fun and accessible for kids ages 10-12 and appeals to reluctant readers.
Fun and Games: Escape Rooms: Polygons 6-Pack
Author:
Publisher: Teacher Created Materials
ISBN: 1425859135
Category :
Languages : en
Pages : 35
Book Description
A group of students must use their math skills to solve an escape room. Do they have what it takes to spot the polygons and make it out before the time is up? Or will they be locked away in the King's Keep forever? This fiction math reader integrates math and literacy skills, combining problem solving and real-world connections to help sixth grade students explore mathematics in a meaningful way. Let's Explore Math sidebars and a Problem Solving section provide multiple opportunities for students to practice what they have learned; The DOK-leveled Math Talk section provides rich tasks that facilitate mathematical discourse and promote reasoning and higher-order thinking; Advanced text features develop academic vocabulary and critical literacy skills. This 6-Pack includes six copies of this title and a content-area focused lesson plan.
Publisher: Teacher Created Materials
ISBN: 1425859135
Category :
Languages : en
Pages : 35
Book Description
A group of students must use their math skills to solve an escape room. Do they have what it takes to spot the polygons and make it out before the time is up? Or will they be locked away in the King's Keep forever? This fiction math reader integrates math and literacy skills, combining problem solving and real-world connections to help sixth grade students explore mathematics in a meaningful way. Let's Explore Math sidebars and a Problem Solving section provide multiple opportunities for students to practice what they have learned; The DOK-leveled Math Talk section provides rich tasks that facilitate mathematical discourse and promote reasoning and higher-order thinking; Advanced text features develop academic vocabulary and critical literacy skills. This 6-Pack includes six copies of this title and a content-area focused lesson plan.
Fun and Games: Escape Rooms: Polygons
Author: Michelle Jovin
Publisher: Teacher Created Materials
ISBN: 1425858902
Category : Juvenile Nonfiction
Languages : en
Pages : 35
Book Description
Four students must utilize their math skills to solve a challenging escape room. Do they have what it takes to spot the polygons and make it out before the time is up? Packed with factual information and high-interest content, this fiction math book uses real-world examples of problem solving to build students' math and reading skills. Let's Explore Math sidebars feature math questions that challenge students to develop their math skills. A problem-solving section at the end of the book prompts students to reflect and apply what they've learned. Demystify math with this leveled book that makes learning math fun and accessible for kids ages 10-12 and appeals to reluctant readers.
Publisher: Teacher Created Materials
ISBN: 1425858902
Category : Juvenile Nonfiction
Languages : en
Pages : 35
Book Description
Four students must utilize their math skills to solve a challenging escape room. Do they have what it takes to spot the polygons and make it out before the time is up? Packed with factual information and high-interest content, this fiction math book uses real-world examples of problem solving to build students' math and reading skills. Let's Explore Math sidebars feature math questions that challenge students to develop their math skills. A problem-solving section at the end of the book prompts students to reflect and apply what they've learned. Demystify math with this leveled book that makes learning math fun and accessible for kids ages 10-12 and appeals to reluctant readers.
AdvancED Game Design with Flash
Author: Rex van der Spuy
Publisher: Apress
ISBN: 1430227400
Category : Computers
Languages : en
Pages : 798
Book Description
Creating games in Flash is a never-ending journey of exploration, learning, and most of all, fun. Once you’ve mastered the basics, a new world is opened up to you, enabling you to take your existing skills to the next level and discover new skills that will in turn open new doors. This book is a direct continuation of Foundation Game Design with Flash, and is a complete point-by-point roundup of the most important skills a Flash game designer needs to know. You’ll increase your ActionScript knowledge and your game design skills while creating some excellent example games. You’ll learn advanced collision detection skills; professional AI and pathfinding; and how to load and save game data, create destructible environments, and build and switch game levels. Each chapter highlights a new advanced technique illustrated by practical examples. Examples of games are given in a variety of genres, all of which take an object-oriented programming approach. Advanced game design topics are covered, including vector-based collision reaction, pathfinding, billiard ball physics, and modeling game data.
Publisher: Apress
ISBN: 1430227400
Category : Computers
Languages : en
Pages : 798
Book Description
Creating games in Flash is a never-ending journey of exploration, learning, and most of all, fun. Once you’ve mastered the basics, a new world is opened up to you, enabling you to take your existing skills to the next level and discover new skills that will in turn open new doors. This book is a direct continuation of Foundation Game Design with Flash, and is a complete point-by-point roundup of the most important skills a Flash game designer needs to know. You’ll increase your ActionScript knowledge and your game design skills while creating some excellent example games. You’ll learn advanced collision detection skills; professional AI and pathfinding; and how to load and save game data, create destructible environments, and build and switch game levels. Each chapter highlights a new advanced technique illustrated by practical examples. Examples of games are given in a variety of genres, all of which take an object-oriented programming approach. Advanced game design topics are covered, including vector-based collision reaction, pathfinding, billiard ball physics, and modeling game data.
Escape room
Author:
Publisher:
ISBN:
Category :
Languages : nl
Pages :
Book Description
Publisher:
ISBN:
Category :
Languages : nl
Pages :
Book Description
Escape room
Author: Christopher Edge
Publisher:
ISBN: 9788328095182
Category :
Languages : pl
Pages :
Book Description
Publisher:
ISBN: 9788328095182
Category :
Languages : pl
Pages :
Book Description
Math on the Move
Author: Malke Rosenfeld
Publisher: Heinemann Educational Books
ISBN: 9780325074702
Category : Education
Languages : en
Pages : 0
Book Description
"Kids love to move. But how do we harness all that kinetic energy effectively for math learning? In Math on the Move, Malke Rosenfeld shows how pairing math concepts and whole body movement creates opportunities for students to make sense of math in entirely new ways. Malke shares her experience creating dynamic learning environments by: exploring the use of the body as a thinking tool, highlighting mathematical ideas that are usefully explored with a moving body, providing a range of entry points for learning to facilitate a moving math classroom. ..."--Publisher description.
Publisher: Heinemann Educational Books
ISBN: 9780325074702
Category : Education
Languages : en
Pages : 0
Book Description
"Kids love to move. But how do we harness all that kinetic energy effectively for math learning? In Math on the Move, Malke Rosenfeld shows how pairing math concepts and whole body movement creates opportunities for students to make sense of math in entirely new ways. Malke shares her experience creating dynamic learning environments by: exploring the use of the body as a thinking tool, highlighting mathematical ideas that are usefully explored with a moving body, providing a range of entry points for learning to facilitate a moving math classroom. ..."--Publisher description.
Things I Learned from Mario's Butt
Author: Laura Kate Dale
Publisher: Unbound Publishing
ISBN: 1783528915
Category : Games & Activities
Languages : en
Pages : 163
Book Description
Have you ever wondered why some video game characters wear trousers and others don’t? Or pondered the connection between a character’s toned, muscular derrière and their level of dexterity? What about the depth of a crack, the jiggle of a cheek? When it comes to video game character designs, one of the most overlooked aspects is the buttocks. Sure, we might appreciate a nice toned butt on a character or giggle at GIFs of farts from time to time, but how often do we stop to really think about the meaning of the butt? In Things I Learned from Mario’s Butt, video game critic Laura Kate Dale brings backsides to the foreground, analysing dozens of posteriors and asking the important questions: Has Mario let himself go? Do Link’s small buttocks hold him back? When he dies, is Pac-Man eaten by his own caboose? Wedged full of original artwork by Zack Flavin, and featuring interviews with game developers and guest butt reviews from gaming favourites such as Jim Sterling, Stuart Ashen, Brentalfloss and more, this book is a deep dive into why butts are downright integral to the games we play. So, crack it open and have a cheeky look inside at some of the most interesting bottoms the world of video games has to offer.
Publisher: Unbound Publishing
ISBN: 1783528915
Category : Games & Activities
Languages : en
Pages : 163
Book Description
Have you ever wondered why some video game characters wear trousers and others don’t? Or pondered the connection between a character’s toned, muscular derrière and their level of dexterity? What about the depth of a crack, the jiggle of a cheek? When it comes to video game character designs, one of the most overlooked aspects is the buttocks. Sure, we might appreciate a nice toned butt on a character or giggle at GIFs of farts from time to time, but how often do we stop to really think about the meaning of the butt? In Things I Learned from Mario’s Butt, video game critic Laura Kate Dale brings backsides to the foreground, analysing dozens of posteriors and asking the important questions: Has Mario let himself go? Do Link’s small buttocks hold him back? When he dies, is Pac-Man eaten by his own caboose? Wedged full of original artwork by Zack Flavin, and featuring interviews with game developers and guest butt reviews from gaming favourites such as Jim Sterling, Stuart Ashen, Brentalfloss and more, this book is a deep dive into why butts are downright integral to the games we play. So, crack it open and have a cheeky look inside at some of the most interesting bottoms the world of video games has to offer.
The Escape Room
Author: Airey Neave
Publisher:
ISBN:
Category : Escapes
Languages : en
Pages : 286
Book Description
Publisher:
ISBN:
Category : Escapes
Languages : en
Pages : 286
Book Description
100 Best Video Games (That Never Existed)
Author: Nate Crowley
Publisher: Solaris
ISBN: 1786181444
Category : Humor
Languages : en
Pages : 260
Book Description
THE WORLD’S FIRST POST-TRUTH GAMING BOOK After rashly tweeting he would dream up an imaginary computer game for every ‘like’ received, Nate Crowley found himself on an epic quest to conjure up hundreds of entirely fictional titles. From 1980s hits like BeastEnders to modern classics like 90s Goth Soccer and BinCrab Destiny, this beautiful retrospective takes the reader on a lavish tour of the most memorable and groundbreaking games never made. Brought to hilarious life by a team of genuine videogame industry concept artists and written by a professional over-imaginer, this book doesn’t just throw out silly ideas – it expands on them in relentless, excruciating detail.
Publisher: Solaris
ISBN: 1786181444
Category : Humor
Languages : en
Pages : 260
Book Description
THE WORLD’S FIRST POST-TRUTH GAMING BOOK After rashly tweeting he would dream up an imaginary computer game for every ‘like’ received, Nate Crowley found himself on an epic quest to conjure up hundreds of entirely fictional titles. From 1980s hits like BeastEnders to modern classics like 90s Goth Soccer and BinCrab Destiny, this beautiful retrospective takes the reader on a lavish tour of the most memorable and groundbreaking games never made. Brought to hilarious life by a team of genuine videogame industry concept artists and written by a professional over-imaginer, this book doesn’t just throw out silly ideas – it expands on them in relentless, excruciating detail.