Author: Sue Adasiewicz
Publisher: Children's Press
ISBN: 9780531188415
Category : Juvenile Nonfiction
Languages : en
Pages : 40
Book Description
FEATURES: - Pairs social studies and science thematically - Shakes up the curriculum with Shocker facts that interest this age group, and a lively page layout that encourages readers to discuss and share knowledge with one another - Builds background knowledge and vocabulary through front-of-book features labeled Get on the Wavelength and High-Powered Words - Includes a Comprehension Coach that appears regularly to model and reinforce key comprehension strategies - Provides links to relevant Internet Web sites - Exposes students to a variety of formats and text features
Your Papers, Please
Author: Sue Adasiewicz
Publisher: Children's Press
ISBN: 9780531188415
Category : Juvenile Nonfiction
Languages : en
Pages : 40
Book Description
FEATURES: - Pairs social studies and science thematically - Shakes up the curriculum with Shocker facts that interest this age group, and a lively page layout that encourages readers to discuss and share knowledge with one another - Builds background knowledge and vocabulary through front-of-book features labeled Get on the Wavelength and High-Powered Words - Includes a Comprehension Coach that appears regularly to model and reinforce key comprehension strategies - Provides links to relevant Internet Web sites - Exposes students to a variety of formats and text features
Publisher: Children's Press
ISBN: 9780531188415
Category : Juvenile Nonfiction
Languages : en
Pages : 40
Book Description
FEATURES: - Pairs social studies and science thematically - Shakes up the curriculum with Shocker facts that interest this age group, and a lively page layout that encourages readers to discuss and share knowledge with one another - Builds background knowledge and vocabulary through front-of-book features labeled Get on the Wavelength and High-Powered Words - Includes a Comprehension Coach that appears regularly to model and reinforce key comprehension strategies - Provides links to relevant Internet Web sites - Exposes students to a variety of formats and text features
The Art of Failure
Author: Jesper Juul
Publisher: MIT Press
ISBN: 0262313138
Category : Games & Activities
Languages : en
Pages : 173
Book Description
A gaming academic offers a “fascinating” exploration of why we play video games—despite the unhappiness we feel when we fail at them (Boston Globe) We may think of video games as being “fun,” but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox. In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do? Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it. The Art of Failure is essential reading for anyone interested in video games, whether as entertainment, art, or education.
Publisher: MIT Press
ISBN: 0262313138
Category : Games & Activities
Languages : en
Pages : 173
Book Description
A gaming academic offers a “fascinating” exploration of why we play video games—despite the unhappiness we feel when we fail at them (Boston Globe) We may think of video games as being “fun,” but in The Art of Failure, Jesper Juul claims that this is almost entirely mistaken. When we play video games, our facial expressions are rarely those of happiness or bliss. Instead, we frown, grimace, and shout in frustration as we lose, or die, or fail to advance to the next level. Humans may have a fundamental desire to succeed and feel competent, but game players choose to engage in an activity in which they are nearly certain to fail and feel incompetent. So why do we play video games even though they make us unhappy? Juul examines this paradox. In video games, as in tragic works of art, literature, theater, and cinema, it seems that we want to experience unpleasantness even if we also dislike it. Reader or audience reaction to tragedy is often explained as catharsis, as a purging of negative emotions. But, Juul points out, this doesn't seem to be the case for video game players. Games do not purge us of unpleasant emotions; they produce them in the first place. What, then, does failure in video game playing do? Juul argues that failure in a game is unique in that when you fail in a game, you (not a character) are in some way inadequate. Yet games also motivate us to play more, in order to escape that inadequacy, and the feeling of escaping failure (often by improving skills) is a central enjoyment of games. Games, writes Juul, are the art of failure: the singular art form that sets us up for failure and allows us to experience it and experiment with it. The Art of Failure is essential reading for anyone interested in video games, whether as entertainment, art, or education.
Papers Please!
Author: Ray R. Cowdery
Publisher: Usm
ISBN: 9780910667364
Category : Science
Languages : en
Pages : 142
Book Description
In a clear encyclopedic-style, this book describes and shows a range of over 80 fascinating German World War II identity documents (Nazi membership books, passports, paybooks, civilian IDs, etc.) in full color and gives a page-by-page analysis of the contents of each one.
Publisher: Usm
ISBN: 9780910667364
Category : Science
Languages : en
Pages : 142
Book Description
In a clear encyclopedic-style, this book describes and shows a range of over 80 fascinating German World War II identity documents (Nazi membership books, passports, paybooks, civilian IDs, etc.) in full color and gives a page-by-page analysis of the contents of each one.
The Process Genre
Author: Salomé Aguilera Skvirsky
Publisher: Duke University Press
ISBN: 1478007079
Category : Performing Arts
Languages : en
Pages : 226
Book Description
From IKEA assembly guides and “hands and pans” cooking videos on social media to Mister Rogers's classic factory tours, representations of the step-by-step fabrication of objects and food are ubiquitous in popular media. In The Process Genre Salomé Aguilera Skvirsky introduces and theorizes the process genre—a heretofore unacknowledged and untheorized transmedial genre characterized by its representation of chronologically ordered steps in which some form of labor results in a finished product. Originating in the fifteenth century with machine drawings, and now including everything from cookbooks to instructional videos and art cinema, the process genre achieves its most powerful affective and ideological results in film. By visualizing technique and absorbing viewers into the actions of social actors and machines, industrial, educational, ethnographic, and other process films stake out diverse ideological positions on the meaning of labor and on a society's level of technological development. In systematically theorizing a genre familiar to anyone with access to a screen, Skvirsky opens up new possibilities for film theory.
Publisher: Duke University Press
ISBN: 1478007079
Category : Performing Arts
Languages : en
Pages : 226
Book Description
From IKEA assembly guides and “hands and pans” cooking videos on social media to Mister Rogers's classic factory tours, representations of the step-by-step fabrication of objects and food are ubiquitous in popular media. In The Process Genre Salomé Aguilera Skvirsky introduces and theorizes the process genre—a heretofore unacknowledged and untheorized transmedial genre characterized by its representation of chronologically ordered steps in which some form of labor results in a finished product. Originating in the fifteenth century with machine drawings, and now including everything from cookbooks to instructional videos and art cinema, the process genre achieves its most powerful affective and ideological results in film. By visualizing technique and absorbing viewers into the actions of social actors and machines, industrial, educational, ethnographic, and other process films stake out diverse ideological positions on the meaning of labor and on a society's level of technological development. In systematically theorizing a genre familiar to anyone with access to a screen, Skvirsky opens up new possibilities for film theory.
How to Play Video Games
Author: Matthew Thomas Payne
Publisher: NYU Press
ISBN: 147980214X
Category : Games & Activities
Languages : en
Pages : 376
Book Description
Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Publisher: NYU Press
ISBN: 147980214X
Category : Games & Activities
Languages : en
Pages : 376
Book Description
Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.
Barrycades and Septoku: Papers in Honor of Martin Gardner and Tom Rodgers
Author: Thane Plambeck
Publisher: American Mathematical Soc.
ISBN: 147044870X
Category : Education
Languages : en
Pages : 236
Book Description
The Gathering 4 Gardner is a biannual conference founded—and for many years organized—by Tom Rodgers to celebrate the spirit of Martin Gardner. While primarily concerned with recreational mathematics, most of Gardner's intellectual interests are featured, including magic, literature, philosophy, puzzles, art, and rationality. Gardner's writing inspired several generations of mathematicians by introducing us to the joy of discovery and exploration, and the Gathering's aim is to continue that tradition of inspiration. This volume, a tribute to Rodgers and Gardner, consists of papers originally presented at the Gathering 4 Gardner meetings. Recreational mathematics is strongly prominent with contributions from Neil Sloane, Richard Guy, Solomon Golomb, Barry Cipra, Erik Demaine, and many others. There are games and puzzles, including new Nim-like games, chess puzzles, coin weighings, coin flippings, and contributions that combine art and puzzles or magic and puzzles. Two historical articles present the stories of combinatorial game theory and the search for God's number for Rubik's Cube. Anyone who finds pleasure in clever and intriguing intellectual puzzles will find much to enjoy in Barrycades and Septoku.
Publisher: American Mathematical Soc.
ISBN: 147044870X
Category : Education
Languages : en
Pages : 236
Book Description
The Gathering 4 Gardner is a biannual conference founded—and for many years organized—by Tom Rodgers to celebrate the spirit of Martin Gardner. While primarily concerned with recreational mathematics, most of Gardner's intellectual interests are featured, including magic, literature, philosophy, puzzles, art, and rationality. Gardner's writing inspired several generations of mathematicians by introducing us to the joy of discovery and exploration, and the Gathering's aim is to continue that tradition of inspiration. This volume, a tribute to Rodgers and Gardner, consists of papers originally presented at the Gathering 4 Gardner meetings. Recreational mathematics is strongly prominent with contributions from Neil Sloane, Richard Guy, Solomon Golomb, Barry Cipra, Erik Demaine, and many others. There are games and puzzles, including new Nim-like games, chess puzzles, coin weighings, coin flippings, and contributions that combine art and puzzles or magic and puzzles. Two historical articles present the stories of combinatorial game theory and the search for God's number for Rubik's Cube. Anyone who finds pleasure in clever and intriguing intellectual puzzles will find much to enjoy in Barrycades and Septoku.
Interactive Storytelling
Author: Frank Nack
Publisher: Springer
ISBN: 3319482793
Category : Computers
Languages : en
Pages : 473
Book Description
This book constitutes the refereed proceedings of the 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, held in Los Angeles, CA, USA, in November 2016. The 26 revised full papers and 8 short papers presented together with 9 posters, 4 workshop, and 3 demonstration papers were carefully reviewed and selected from 88 submissions. The papers are organized in topical sections on analyses and evaluation systems; brave new ideas; intelligent narrative technologies; theoretical foundations; and usage scenarios and applications.
Publisher: Springer
ISBN: 3319482793
Category : Computers
Languages : en
Pages : 473
Book Description
This book constitutes the refereed proceedings of the 9th International Conference on Interactive Digital Storytelling, ICIDS 2016, held in Los Angeles, CA, USA, in November 2016. The 26 revised full papers and 8 short papers presented together with 9 posters, 4 workshop, and 3 demonstration papers were carefully reviewed and selected from 88 submissions. The papers are organized in topical sections on analyses and evaluation systems; brave new ideas; intelligent narrative technologies; theoretical foundations; and usage scenarios and applications.
The Red Magician
Author: Lisa Goldstein
Publisher: Macmillan
ISBN: 9780765359124
Category : Fiction
Languages : en
Pages : 210
Book Description
The hidden world of Eastern European Jews during the 1940s turns into a world of wonders in a fantasy tale that transcends the Holocaust with magical optimism.
Publisher: Macmillan
ISBN: 9780765359124
Category : Fiction
Languages : en
Pages : 210
Book Description
The hidden world of Eastern European Jews during the 1940s turns into a world of wonders in a fantasy tale that transcends the Holocaust with magical optimism.
Personal Retirement Accounts
Author: United States. Congress. Senate. Committee on Finance
Publisher:
ISBN:
Category : Individual retirement accounts
Languages : en
Pages : 136
Book Description
Publisher:
ISBN:
Category : Individual retirement accounts
Languages : en
Pages : 136
Book Description
Anatomy of Game Design
Author: Tom Smith
Publisher: CRC Press
ISBN: 1040148956
Category : Art
Languages : en
Pages : 262
Book Description
People have played games forever, but it’s only in the past few decades that people really started thinking about what games are, how they work, and how to make them better. Anatomy of Game Design takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems of game design are laid bare. Eight games are analyzed – including Settlers of Catan; Centipede; Candy Crush Saga; Papers, Please; Magic: The Gathering; and more – each representing a different genre or era of game design. Each game is discussed in detail, using the same methods for each game. What are the verbs of the game that give the player agency? How do those verbs fit together to form a core loop that makes the game engaging? What are the systems that power the gameplay? What is the larger flow that makes the game interesting over and over again? Each game is then used as an example to tie back to one or more larger topics in game design, such as systems design, randomness, monetization, game theory, and iterative approaches to game development. Key Features: Uses well-known games to provide specific, discrete examples of broader game design theory Discusses eight popular games using the same methodology to allow comparison of different types of games Includes both high-level theory and academic perspective and practical, real-world guidance from a working game designer who has created these games for commercial release Provides clear direction for deeper inquiry into game design or related fields such as psychology, anthropology, game development, or systems thinking
Publisher: CRC Press
ISBN: 1040148956
Category : Art
Languages : en
Pages : 262
Book Description
People have played games forever, but it’s only in the past few decades that people really started thinking about what games are, how they work, and how to make them better. Anatomy of Game Design takes some of the most popular and beloved games of all time and dissects them to see what makes them tick. By breaking down the systems and content of each game, the underlying systems of game design are laid bare. Eight games are analyzed – including Settlers of Catan; Centipede; Candy Crush Saga; Papers, Please; Magic: The Gathering; and more – each representing a different genre or era of game design. Each game is discussed in detail, using the same methods for each game. What are the verbs of the game that give the player agency? How do those verbs fit together to form a core loop that makes the game engaging? What are the systems that power the gameplay? What is the larger flow that makes the game interesting over and over again? Each game is then used as an example to tie back to one or more larger topics in game design, such as systems design, randomness, monetization, game theory, and iterative approaches to game development. Key Features: Uses well-known games to provide specific, discrete examples of broader game design theory Discusses eight popular games using the same methodology to allow comparison of different types of games Includes both high-level theory and academic perspective and practical, real-world guidance from a working game designer who has created these games for commercial release Provides clear direction for deeper inquiry into game design or related fields such as psychology, anthropology, game development, or systems thinking