My First Magic Games Book

My First Magic Games Book PDF Author:
Publisher:
ISBN:
Category : Board games
Languages : en
Pages : 16

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Book Description

My First Magic Games Book

My First Magic Games Book PDF Author:
Publisher:
ISBN:
Category : Board games
Languages : en
Pages : 16

Get Book Here

Book Description


My First Magic Games Book

My First Magic Games Book PDF Author:
Publisher:
ISBN: 9780760736494
Category : Magic
Languages : en
Pages : 16

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Book Description


My First Magic Games Book

My First Magic Games Book PDF Author: Kelly Dooley
Publisher:
ISBN: 9781903840757
Category : Board games
Languages : en
Pages : 16

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Book Description
Contains eight board games, over 50 press-out counters (stored in a neatnvelope) and a two-sided spinner. - All games are devised to provideong-lasting fun for 3-7 year olds and offer a variety of challenges to cateror a range of young abilities. Here are the games included in the book:ocus Pocus - Be the first wizard to find and gather all your magic equipment.equires children to develop matching skills. Hubble Bubble - Race to theiddle of a cauldron and cast a spell. Improve your number and reading skillsnd avoid being turned into a toad! Moon Race - A snakes-and-ladders styleame. Dragon Fire - Defeating the dragon and rescuing a princess requireshildren to develop strategic planning and number skills. Wacky Wizards -efeat your fellow wizards in a race to reach the king. Encourages readingkills. Flower Fairies - A race to a magic wand encourages children toevelop colour-recognition skills. Flying Carpets - Fly on a magic carpet ande the first to find the genie and his lamp. This game will encourage playerso develop reading skills and follow instructions. Pumpkin Patch - This

Clare Beaton's My First Games Book

Clare Beaton's My First Games Book PDF Author:
Publisher:
ISBN: 9781854795205
Category : Board games
Languages : en
Pages : 9

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Book Description


My First Magic Games Book : 8 Board Games with Over 50 Press-out Game Pieces

My First Magic Games Book : 8 Board Games with Over 50 Press-out Game Pieces PDF Author: Scholastic, Inc. Staff
Publisher: Markham, Ont. : Scholastic Canada
ISBN: 9780439973984
Category : Board games
Languages : en
Pages : 16

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Book Description
Following the success of the wildly popular My First Games Book comes this sturdyboard book with everything you need to play eight exciting board games. Using a magictheme and including dozens of game pieces, markers, counters and spinners, this book is jam-packed with opportunities for young children to practice early learning skills whilehaving fun with friends and family.

Games

Games PDF Author: C. Thi Nguyen
Publisher: Oxford University Press, USA
ISBN: 0190052082
Category : Games & Activities
Languages : en
Pages : 253

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Book Description
"Games are a unique art form. The game designer doesn't just create a world; they create who you will be in that world. They tell you what abilities to use and what goals to take on. In other words, they specify a form of agency. Games work in the medium of agency. And to play them, we take on alternate agencies and submerge ourselves in them. What can we learn about our own rationality and agency, from thinking about games? We learn that we have a considerable degree of fluidity with our agency. First, we have the capacity for a peculiar sort of motivational inversion. For some of us, winning is not the point. We take on an interest in winning temporarily, so that we can play the game. Thus, we are capable of taking on temporary and disposable ends. We can submerge ourselves in alternate agencies, letting them dominate our consciousness, and then dropping them the moment the game is over. Games are, then, a way of recording forms of agency, of encoding them in artifacts. Our games are a library of agencies. And exploring that library can help us develop our own agency and autonomy. But this technology can also be used for art. Games can sculpt our practical activity, for the sake of the beauty of our own actions. Games are part of a crucial, but overlooked category of art - the process arts. These are the arts which evoke an activity, and then ask you to appreciate your own activity. And games are a special place where we can foster beautiful experiences of our own activity. Because our struggles, in games, can be designed to fit our capacities. Games can present a harmonious world, where our abilities fit the task, and where we pursue obvious goals and act under clear values. Games are a kind of existential balm against the difficult and exhausting value clarity of the world. But this presents a special danger. Games can be a fantasy of value clarity. And when that fantasy leaks out into the world, we can be tempted to oversimplify our enduring values. Then, the pleasures of games can seduce us away from our autonomy, and reduce our agency."--

The Dragonet Prophecy (Wings of Fire #1)

The Dragonet Prophecy (Wings of Fire #1) PDF Author: Tui T. Sutherland
Publisher: Scholastic Inc.
ISBN: 0545443172
Category : Juvenile Fiction
Languages : en
Pages : 408

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Book Description
A thrilling new series soars above the competition and redefines middle-grade fantasy fiction for a new generation!The seven dragon tribes have been at war for generations, locked in an endless battle over an ancient, lost treasure. A secret movement called the Talons of Peace is determined to bring an end to the fighting, with the help of a prophecy -- a foretelling that calls for great sacrifice.Five dragonets are collected to fulfill the prophecy, raised in a hidden cave and enlisted, against their will, to end the terrible war.But not every dragonet wants a destiny. And when the select five escape their underground captors to look for their original homes, what has been unleashed on the dragon world may be far more than the revolutionary planners intended . . .

What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition PDF Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233

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Book Description
Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.

The Game Inventor's Guidebook

The Game Inventor's Guidebook PDF Author: Brian Tinsman
Publisher: Morgan James Publishing
ISBN: 1600377904
Category : Games & Activities
Languages : en
Pages : 282

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Book Description
A guide to developing and selling your game idea from a game design manager at Wizards of the Coast, the world’s largest tabletop hobby game company. Do you have an idea for a board game, card game, role-playing game or tabletop game? Have you ever wondered how to get it published? For many years Brian Tinsman reviewed new game submissions for Hasbro, the largest game company in the US. With The Game Inventor’s Guidebook: How to Invent and Sell Board Games, Card Games, Role-playing Games & Everything in Between! Tinsman presents the only book that lays out step-by-step advice, guidelines and instructions for getting a new game from idea to retail shelf.

Rules of Play

Rules of Play PDF Author: Katie Salen Tekinbas
Publisher: MIT Press
ISBN: 9780262240451
Category : Computers
Languages : en
Pages : 680

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Book Description
An impassioned look at games and game design that offers the most ambitious framework for understanding them to date. As pop culture, games are as important as film or television—but game design has yet to develop a theoretical framework or critical vocabulary. In Rules of Play Katie Salen and Eric Zimmerman present a much-needed primer for this emerging field. They offer a unified model for looking at all kinds of games, from board games and sports to computer and video games. As active participants in game culture, the authors have written Rules of Play as a catalyst for innovation, filled with new concepts, strategies, and methodologies for creating and understanding games. Building an aesthetics of interactive systems, Salen and Zimmerman define core concepts like "play," "design," and "interactivity." They look at games through a series of eighteen "game design schemas," or conceptual frameworks, including games as systems of emergence and information, as contexts for social play, as a storytelling medium, and as sites of cultural resistance. Written for game scholars, game developers, and interactive designers, Rules of Play is a textbook, reference book, and theoretical guide. It is the first comprehensive attempt to establish a solid theoretical framework for the emerging discipline of game design.