Author: Beatriz Albuquerque
Publisher: Lambert Academic Publishing
ISBN: 6139580099
Category : Art
Languages : en
Pages : 227
Book Description
How can videogame glitches foment critical thinking and self-directed learning in adults? How do Super Mario World videogame glitches contribute to this skill set? This book pinpoints the range of skills called into play and challenged when an individual encounters glitches while playing video games; more specifically, it is concerned with which media literacy skills are attained or developed independently of supervision.These are a few of the questions examined by Beatriz Albuquerque in this text, with the core of this study being the question of how encounters with arbitrary glitches can motivate and elicit critical thinking. In addition to that, the book investigates how self-directed learning can be explored in the classroom. This book considers how experimentation through forms of play fosters profound and complex connections in adults between creativity, productivity, imagination, knowledge, and coping strategies. It is in the joining of these two main areas of research (new media literacies and the educational importance of play) and by taking glitches seriously that this study emerges in support of self-directed learning as a facilitator for critical thinking.
Super Mario World + Glitch = Adult Learning
Author: Beatriz Albuquerque
Publisher: Lambert Academic Publishing
ISBN: 6139580099
Category : Art
Languages : en
Pages : 227
Book Description
How can videogame glitches foment critical thinking and self-directed learning in adults? How do Super Mario World videogame glitches contribute to this skill set? This book pinpoints the range of skills called into play and challenged when an individual encounters glitches while playing video games; more specifically, it is concerned with which media literacy skills are attained or developed independently of supervision.These are a few of the questions examined by Beatriz Albuquerque in this text, with the core of this study being the question of how encounters with arbitrary glitches can motivate and elicit critical thinking. In addition to that, the book investigates how self-directed learning can be explored in the classroom. This book considers how experimentation through forms of play fosters profound and complex connections in adults between creativity, productivity, imagination, knowledge, and coping strategies. It is in the joining of these two main areas of research (new media literacies and the educational importance of play) and by taking glitches seriously that this study emerges in support of self-directed learning as a facilitator for critical thinking.
Publisher: Lambert Academic Publishing
ISBN: 6139580099
Category : Art
Languages : en
Pages : 227
Book Description
How can videogame glitches foment critical thinking and self-directed learning in adults? How do Super Mario World videogame glitches contribute to this skill set? This book pinpoints the range of skills called into play and challenged when an individual encounters glitches while playing video games; more specifically, it is concerned with which media literacy skills are attained or developed independently of supervision.These are a few of the questions examined by Beatriz Albuquerque in this text, with the core of this study being the question of how encounters with arbitrary glitches can motivate and elicit critical thinking. In addition to that, the book investigates how self-directed learning can be explored in the classroom. This book considers how experimentation through forms of play fosters profound and complex connections in adults between creativity, productivity, imagination, knowledge, and coping strategies. It is in the joining of these two main areas of research (new media literacies and the educational importance of play) and by taking glitches seriously that this study emerges in support of self-directed learning as a facilitator for critical thinking.
Game Glitch + Learning = Aesthetics. Design. Preservation.
Author: Beatriz Albuquerque
Publisher: Lambert Academic Publishing
ISBN: 6206150666
Category : Art
Languages : en
Pages : 27
Book Description
Are you up for the challenge? Unlock and open up with games. Games can be used as a tool to learn and create. Do you want to rethink games, innovative pedagogy, critical thinking? Do you think that an innovative pedagogical approach increases the likelihood that marginalized students will acquire media literacy skills? How do you unlock your-Self and the world of game glitches? Do you want to rethink how we play? Join us in reading this book and activate the gamer in you.
Publisher: Lambert Academic Publishing
ISBN: 6206150666
Category : Art
Languages : en
Pages : 27
Book Description
Are you up for the challenge? Unlock and open up with games. Games can be used as a tool to learn and create. Do you want to rethink games, innovative pedagogy, critical thinking? Do you think that an innovative pedagogical approach increases the likelihood that marginalized students will acquire media literacy skills? How do you unlock your-Self and the world of game glitches? Do you want to rethink how we play? Join us in reading this book and activate the gamer in you.
Melody
Author:
Publisher:
ISBN:
Category : Music
Languages : en
Pages : 354
Book Description
Publisher:
ISBN:
Category : Music
Languages : en
Pages : 354
Book Description
Computer Gaming World
Author:
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 1252
Book Description
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 1252
Book Description
Python for Kids, 2nd Edition
Author: Jason R. Briggs
Publisher: No Starch Press
ISBN: 1718503032
Category : Juvenile Nonfiction
Languages : en
Pages : 365
Book Description
The second edition of the best-selling Python for Kids—which brings you (and your parents) into the world of programming—has been completely updated to use the latest version of Python, along with tons of new projects! Python is a powerful programming language that’s easy to learn and fun to use! But books about programming in Python can be dull and that’s no fun for anyone. Python for Kids brings kids (and their parents) into the wonderful world of programming. Jason R. Briggs guides you through the basics, experimenting with unique (and hilarious) example programs featuring ravenous monsters, secret agents, thieving ravens, and more. New terms are defined; code is colored and explained; puzzles stretch the brain and strengthen understanding; and full-color illustrations keep you engaged throughout. By the end of the book, you’ll have programmed two games: a clone of the famous Pong, and “Mr. Stick Man Races for the Exit”—a platform game with jumps and animation. This second edition is revised and updated to reflect Python 3 programming practices. There are new puzzles to inspire you and two new appendices to guide you through Python’s built-in modules and troubleshooting your code. As you strike out on your programming adventure, you’ll learn how to: Use fundamental data structures like lists, tuples, and dictionaries Organize and reuse your code with functions and modules Use control structures like loops and conditional statements Draw shapes and patterns with Python’s turtle module Create games, animations, and other graphical wonders with tkinter Why should serious adults have all the fun? Python for Kids is your ticket into the amazing world of computer programming. Covers Python 3.x which runs on Windows, macOS, Linux, even Raspberry Pi
Publisher: No Starch Press
ISBN: 1718503032
Category : Juvenile Nonfiction
Languages : en
Pages : 365
Book Description
The second edition of the best-selling Python for Kids—which brings you (and your parents) into the world of programming—has been completely updated to use the latest version of Python, along with tons of new projects! Python is a powerful programming language that’s easy to learn and fun to use! But books about programming in Python can be dull and that’s no fun for anyone. Python for Kids brings kids (and their parents) into the wonderful world of programming. Jason R. Briggs guides you through the basics, experimenting with unique (and hilarious) example programs featuring ravenous monsters, secret agents, thieving ravens, and more. New terms are defined; code is colored and explained; puzzles stretch the brain and strengthen understanding; and full-color illustrations keep you engaged throughout. By the end of the book, you’ll have programmed two games: a clone of the famous Pong, and “Mr. Stick Man Races for the Exit”—a platform game with jumps and animation. This second edition is revised and updated to reflect Python 3 programming practices. There are new puzzles to inspire you and two new appendices to guide you through Python’s built-in modules and troubleshooting your code. As you strike out on your programming adventure, you’ll learn how to: Use fundamental data structures like lists, tuples, and dictionaries Organize and reuse your code with functions and modules Use control structures like loops and conditional statements Draw shapes and patterns with Python’s turtle module Create games, animations, and other graphical wonders with tkinter Why should serious adults have all the fun? Python for Kids is your ticket into the amazing world of computer programming. Covers Python 3.x which runs on Windows, macOS, Linux, even Raspberry Pi
The Big Book of Small Python Projects
Author: Al Sweigart
Publisher: No Starch Press
ISBN: 1718501242
Category : Computers
Languages : en
Pages : 433
Book Description
Best-selling author Al Sweigart shows you how to easily build over 80 fun programs with minimal code and maximum creativity. If you’ve mastered basic Python syntax and you’re ready to start writing programs, you’ll find The Big Book of Small Python Projects both enlightening and fun. This collection of 81 Python projects will have you making digital art, games, animations, counting pro- grams, and more right away. Once you see how the code works, you’ll practice re-creating the programs and experiment by adding your own custom touches. These simple, text-based programs are 256 lines of code or less. And whether it’s a vintage screensaver, a snail-racing game, a clickbait headline generator, or animated strands of DNA, each project is designed to be self-contained so you can easily share it online. You’ll create: • Hangman, Blackjack, and other games to play against your friends or the computer • Simulations of a forest fire, a million dice rolls, and a Japanese abacus • Animations like a virtual fish tank, a rotating cube, and a bouncing DVD logo screensaver • A first-person 3D maze game • Encryption programs that use ciphers like ROT13 and Vigenère to conceal text If you’re tired of standard step-by-step tutorials, you’ll love the learn-by-doing approach of The Big Book of Small Python Projects. It’s proof that good things come in small programs!
Publisher: No Starch Press
ISBN: 1718501242
Category : Computers
Languages : en
Pages : 433
Book Description
Best-selling author Al Sweigart shows you how to easily build over 80 fun programs with minimal code and maximum creativity. If you’ve mastered basic Python syntax and you’re ready to start writing programs, you’ll find The Big Book of Small Python Projects both enlightening and fun. This collection of 81 Python projects will have you making digital art, games, animations, counting pro- grams, and more right away. Once you see how the code works, you’ll practice re-creating the programs and experiment by adding your own custom touches. These simple, text-based programs are 256 lines of code or less. And whether it’s a vintage screensaver, a snail-racing game, a clickbait headline generator, or animated strands of DNA, each project is designed to be self-contained so you can easily share it online. You’ll create: • Hangman, Blackjack, and other games to play against your friends or the computer • Simulations of a forest fire, a million dice rolls, and a Japanese abacus • Animations like a virtual fish tank, a rotating cube, and a bouncing DVD logo screensaver • A first-person 3D maze game • Encryption programs that use ciphers like ROT13 and Vigenère to conceal text If you’re tired of standard step-by-step tutorials, you’ll love the learn-by-doing approach of The Big Book of Small Python Projects. It’s proof that good things come in small programs!
Multimedia and Videodisc Compendium
Author:
Publisher:
ISBN:
Category : Videodiscs
Languages : en
Pages : 142
Book Description
Publisher:
ISBN:
Category : Videodiscs
Languages : en
Pages : 142
Book Description
We're Going on a Bear Hunt
Author: Michael Rosen
Publisher: Walker Books Limited
ISBN: 9781406323924
Category : Bear hunting
Languages : en
Pages : 34
Book Description
We're going on a bear hunt. Through the long wavy grass, the thick oozy mud and the swirling, whirling snowstorm - will we find a bear today?
Publisher: Walker Books Limited
ISBN: 9781406323924
Category : Bear hunting
Languages : en
Pages : 34
Book Description
We're going on a bear hunt. Through the long wavy grass, the thick oozy mud and the swirling, whirling snowstorm - will we find a bear today?
Learning Futures
Author: Keri Facer
Publisher: Routledge
ISBN: 113672821X
Category : Education
Languages : en
Pages : 228
Book Description
In the twenty-first century, educators around the world are being told that they need to transform education systems to adapt young people for the challenges of a global digital knowledge economy. Too rarely, however, do we ask whether this future vision is robust, achievable or even desirable, whether alternative futures might be in development, and what other possible futures might demand of education. Drawing on ten years of research into educational innovation and socio-technical change, working with educators, researchers, digital industries, students and policy-makers, this book questions taken-for-granted assumptions about the future of education. Arguing that we have been working with too narrow a vision of the future, Keri Facer makes a case for recognizing the challenges that the next two decades may bring, including: the emergence of new relationships between humans and technology the opportunities and challenges of aging populations the development of new forms of knowledge and democracy the challenges of climate warming and environmental disruption the potential for radical economic and social inequalities. This book describes the potential for these developments to impact critical aspects of education – including adult-child relationships, social justice, curriculum design, community relationships and learning ecologies. Packed with examples from around the world and utilising vital research undertaken by the author while Research Director at the UK’s Futurelab, the book helps to bring into focus the risks and opportunities for schools, students and societies over the coming two decades. It makes a powerful case for rethinking the relationship between education and social and technological change, and presents a set of key strategies for creating schools better able to meet the emerging needs of their students and communities. An important contribution to the debates surrounding educational futures, this book is compelling reading for all of those, including educators, researchers, policy-makers and students, who are asking the question 'how can education help us to build desirable futures for everyone in the context of social and technological change?'
Publisher: Routledge
ISBN: 113672821X
Category : Education
Languages : en
Pages : 228
Book Description
In the twenty-first century, educators around the world are being told that they need to transform education systems to adapt young people for the challenges of a global digital knowledge economy. Too rarely, however, do we ask whether this future vision is robust, achievable or even desirable, whether alternative futures might be in development, and what other possible futures might demand of education. Drawing on ten years of research into educational innovation and socio-technical change, working with educators, researchers, digital industries, students and policy-makers, this book questions taken-for-granted assumptions about the future of education. Arguing that we have been working with too narrow a vision of the future, Keri Facer makes a case for recognizing the challenges that the next two decades may bring, including: the emergence of new relationships between humans and technology the opportunities and challenges of aging populations the development of new forms of knowledge and democracy the challenges of climate warming and environmental disruption the potential for radical economic and social inequalities. This book describes the potential for these developments to impact critical aspects of education – including adult-child relationships, social justice, curriculum design, community relationships and learning ecologies. Packed with examples from around the world and utilising vital research undertaken by the author while Research Director at the UK’s Futurelab, the book helps to bring into focus the risks and opportunities for schools, students and societies over the coming two decades. It makes a powerful case for rethinking the relationship between education and social and technological change, and presents a set of key strategies for creating schools better able to meet the emerging needs of their students and communities. An important contribution to the debates surrounding educational futures, this book is compelling reading for all of those, including educators, researchers, policy-makers and students, who are asking the question 'how can education help us to build desirable futures for everyone in the context of social and technological change?'
CD Review
Author:
Publisher:
ISBN:
Category : Compact disc players
Languages : en
Pages : 606
Book Description
Publisher:
ISBN:
Category : Compact disc players
Languages : en
Pages : 606
Book Description