Author: Luke Peterschmidt
Publisher: Scholastic Inc.
ISBN: 0545177618
Category : Juvenile Nonfiction
Languages : en
Pages : 68
Book Description
Got some down time between brawls? Check out this guide, packed with brawling tips! Test our Bakugan knowledge and sharpen skills you'll use when brawling to make sure you're even better nest time you're summoned to play!
Fun and Games
Author: Jennifer Marks
Publisher: Capstone
ISBN: 1429622202
Category : Juvenile Nonfiction
Languages : en
Pages : 18
Book Description
A collection of photographs depicting various games with hidden objects and fun clues to help children find them.
Publisher: Capstone
ISBN: 1429622202
Category : Juvenile Nonfiction
Languages : en
Pages : 18
Book Description
A collection of photographs depicting various games with hidden objects and fun clues to help children find them.
School Times
Author: Jennifer Marks
Publisher: Capstone
ISBN: 1429622180
Category : Juvenile Nonfiction
Languages : en
Pages : 18
Book Description
"Simple text invites the reader to find items hidden in school-themed photographs"--Provided by publisher.
Publisher: Capstone
ISBN: 1429622180
Category : Juvenile Nonfiction
Languages : en
Pages : 18
Book Description
"Simple text invites the reader to find items hidden in school-themed photographs"--Provided by publisher.
Ultimate Gamer's Guide
Author: Luke Peterschmidt
Publisher: Scholastic Inc.
ISBN: 0545177618
Category : Juvenile Nonfiction
Languages : en
Pages : 68
Book Description
Got some down time between brawls? Check out this guide, packed with brawling tips! Test our Bakugan knowledge and sharpen skills you'll use when brawling to make sure you're even better nest time you're summoned to play!
Publisher: Scholastic Inc.
ISBN: 0545177618
Category : Juvenile Nonfiction
Languages : en
Pages : 68
Book Description
Got some down time between brawls? Check out this guide, packed with brawling tips! Test our Bakugan knowledge and sharpen skills you'll use when brawling to make sure you're even better nest time you're summoned to play!
Games with a Purpose (GWAPS)
Author: Mathieu Lafourcade
Publisher: John Wiley & Sons
ISBN: 1119136326
Category : Psychology
Languages : en
Pages : 158
Book Description
Human brains can be seen as knowledge processors in a distributed system. Each of them can achieve, conscious or not, a small part of a treatment too important to be done by one. These are also "hunter / gatherers" of knowledge. Provided that the number of contributors is large enough, the results are usually better quality than if they were the result of the activity of a single person, even if it is a domain expert. This type of activity is done via online games.
Publisher: John Wiley & Sons
ISBN: 1119136326
Category : Psychology
Languages : en
Pages : 158
Book Description
Human brains can be seen as knowledge processors in a distributed system. Each of them can achieve, conscious or not, a small part of a treatment too important to be done by one. These are also "hunter / gatherers" of knowledge. Provided that the number of contributors is large enough, the results are usually better quality than if they were the result of the activity of a single person, even if it is a domain expert. This type of activity is done via online games.
Research Anthology on Game Design, Development, Usage, and Social Impact
Author: Management Association, Information Resources
Publisher: IGI Global
ISBN: 1668475901
Category : Computers
Languages : en
Pages : 2034
Book Description
Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.
Publisher: IGI Global
ISBN: 1668475901
Category : Computers
Languages : en
Pages : 2034
Book Description
Videogames have risen in popularity in recent decades and continue to entertain many all over the world. As game design and development becomes more accessible to those outside of the industry, their uses and impacts are further expanded. Games have been developed for medical, educational, business, and many more applications. While games have many beneficial applications, many challenges exist in current development processes as well as some of their impacts on society. It is essential to investigate the current trends in the design and development of games as well as the opportunities and challenges presented in their usage and social impact. The Research Anthology on Game Design, Development, Usage, and Social Impact discusses the emerging developments, opportunities, and challenges that are found within the design, development, usage, and impact of gaming. It presents a comprehensive collection of the recent research, theories, case studies, and more within the area. Covering topics such as academic game creation, gaming experience, and violence in gaming, this major reference work is a dynamic resource for game developers, instructional designers, educators and administrators of both K-12 and higher education, students of higher education, librarians, government officials, business leaders and executives, researchers, and academicians.
Classic Home Video Games, 1989-1990
Author: Brett Weiss
Publisher: McFarland
ISBN: 0786492317
Category : Games & Activities
Languages : en
Pages : 345
Book Description
The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.
Publisher: McFarland
ISBN: 0786492317
Category : Games & Activities
Languages : en
Pages : 345
Book Description
The third in a series about home video games, this detailed reference work features descriptions and reviews of every official U.S.-released game for the Neo Geo, Sega Genesis and TurboGrafx-16, which, in 1989, ushered in the 16-bit era of gaming. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include historical information, gameplay details, the author's critique, and, when appropriate, comparisons to similar games. Appendices list and offer brief descriptions of all the games for the Atari Lynx and Nintendo Game Boy, and catalogue and describe the add-ons to the consoles covered herein--Neo Geo CD, Sega CD, Sega 32X and TurboGrafx-CD.
Handbook of Research on Serious Games for Educational Applications
Author: Zheng, Robert
Publisher: IGI Global
ISBN: 1522505148
Category : Education
Languages : en
Pages : 524
Book Description
Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.
Publisher: IGI Global
ISBN: 1522505148
Category : Education
Languages : en
Pages : 524
Book Description
Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.
Gadgets, Games and Gizmos for Learning
Author: Karl M. Kapp
Publisher: John Wiley & Sons
ISBN: 9780787995669
Category : Business & Economics
Languages : en
Pages : 448
Book Description
Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.
Publisher: John Wiley & Sons
ISBN: 9780787995669
Category : Business & Economics
Languages : en
Pages : 448
Book Description
Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.
Gaming and the Virtual Sublime
Author: Matthew Spokes
Publisher: Emerald Group Publishing
ISBN: 1838674314
Category : Computers
Languages : en
Pages : 185
Book Description
Gaming and the Virtual Sublime considers the ‘virtual sublime’ as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.
Publisher: Emerald Group Publishing
ISBN: 1838674314
Category : Computers
Languages : en
Pages : 185
Book Description
Gaming and the Virtual Sublime considers the ‘virtual sublime’ as a conceptual toolbox for understanding our affective engagement with contemporary interactive entertainment.
The Don't Laugh Challenge - 8 Year Old Edition
Author: Billy Boy
Publisher:
ISBN: 9781951025175
Category : Juvenile Nonfiction
Languages : en
Pages : 84
Book Description
The Don't Laugh Challenge(TM) - 8 Year Old Edition is HERE! Why did the astronaut quit his job? He heard the sky is the limit! Welcome to The Don't Laugh Challenge(TM) (A.K.A. The BEST kids joke book and game)! If you are open-minded about your kids learning new jokes, becoming more self-confident, AND developing a stronger sense of humor then this book is for you, well really... THEM! I'm sure by now you have heard of The Don't Laugh Challenge(TM) Joke Books Series, but in the rare case, you haven't, please allow me to explain what all of the fuss is about! The Don't Laugh Challenge(TM) Joke Books are unlike any other joke books on the market! It is not meant to be read in isolation, but instead, it is a game or a challenge that is to be played between friends, siblings, cousins, or any two people who like to tell jokes. In this case, our 6 Year Old Edition is the ultimate showdown between two players or '2 Jesters' that include kid's jokes AND silly scenarios! This book is hours of fun, and great gift ideas for 8 year old boys and girls! If you haven't heard of the rules, here they are: Each round is set up so that the 2 jokesters will take turns reading jokes to the other player. Next comes the Silly Scenarios, where each player will read the scenario to themselves, and act it out to get the other player to guess what in the world they are doing (think Charades)! Don't forget to use your silliest faces to get your opponent to crack a smile! When the person listening laughs or even cracks a smile, the joke teller gets a point. Follow the instructions at the bottom of each page until you tally up the final score and crown the Don't Laugh MASTER! Who should I get this new take on toy for, you ask? Do you know a boy or a girl that likes to laugh? The Don't Laugh Challenge(TM) game is good for all girls and boys age 8 and up! Give it as a stocking stuffer, Christmas gift or present! This imaginative book will spark your child's creative side all while being screen-free! Some old-fashioned, friendly competition never hurt anybody! Whether you are looking for the newest gifts, games, presents, best sellers, or toys on the market, this renovated classic is a guaranteed hit for all ages! Your children will love it and so will you. Try it today!: )
Publisher:
ISBN: 9781951025175
Category : Juvenile Nonfiction
Languages : en
Pages : 84
Book Description
The Don't Laugh Challenge(TM) - 8 Year Old Edition is HERE! Why did the astronaut quit his job? He heard the sky is the limit! Welcome to The Don't Laugh Challenge(TM) (A.K.A. The BEST kids joke book and game)! If you are open-minded about your kids learning new jokes, becoming more self-confident, AND developing a stronger sense of humor then this book is for you, well really... THEM! I'm sure by now you have heard of The Don't Laugh Challenge(TM) Joke Books Series, but in the rare case, you haven't, please allow me to explain what all of the fuss is about! The Don't Laugh Challenge(TM) Joke Books are unlike any other joke books on the market! It is not meant to be read in isolation, but instead, it is a game or a challenge that is to be played between friends, siblings, cousins, or any two people who like to tell jokes. In this case, our 6 Year Old Edition is the ultimate showdown between two players or '2 Jesters' that include kid's jokes AND silly scenarios! This book is hours of fun, and great gift ideas for 8 year old boys and girls! If you haven't heard of the rules, here they are: Each round is set up so that the 2 jokesters will take turns reading jokes to the other player. Next comes the Silly Scenarios, where each player will read the scenario to themselves, and act it out to get the other player to guess what in the world they are doing (think Charades)! Don't forget to use your silliest faces to get your opponent to crack a smile! When the person listening laughs or even cracks a smile, the joke teller gets a point. Follow the instructions at the bottom of each page until you tally up the final score and crown the Don't Laugh MASTER! Who should I get this new take on toy for, you ask? Do you know a boy or a girl that likes to laugh? The Don't Laugh Challenge(TM) game is good for all girls and boys age 8 and up! Give it as a stocking stuffer, Christmas gift or present! This imaginative book will spark your child's creative side all while being screen-free! Some old-fashioned, friendly competition never hurt anybody! Whether you are looking for the newest gifts, games, presents, best sellers, or toys on the market, this renovated classic is a guaranteed hit for all ages! Your children will love it and so will you. Try it today!: )