Author: Naoki Inaba
Publisher: The Experiment, LLC
ISBN: 161519925X
Category : Games & Activities
Languages : en
Pages : 725
Book Description
Stretch your brain up, down, and sideways with addictive area mazes! Introducing a new puzzle obsession for sodoku lovers . . . amazing, absorbing area mazes. First invented for gifted students, area mazes blend grade-school math with genius logic. Put down that calculator! You can always find "?" using simple, whole numbers, your wits—and a pencil. Already hooked on area mazes? Venture into the third dimension with 100 3D puzzles, included here for the first time by creator Naoki Inaba. With 300 perplexing problems in all, The Big Puzzle Book of Area Mazes offers hours of brain-building fun, from scratching your head to shouting "aha"!
The Big Puzzle Book of Area Mazes: 300 Mind-Bending Math Puzzles in Five Challenge Levels (Original Area Mazes)
The Original Area Mazes
Author: Naoki Inaba
Publisher: The Experiment
ISBN: 1615194223
Category : Games & Activities
Languages : en
Pages : 227
Book Description
Perfect for sudoku fans—the rules for these 100 logic puzzles are simple, and the math is easy. But the puzzles get harder and harder! Once you match wits with area mazes, you’ll be hooked! Your quest is to navigate a network of rectangles to find a missing value. Just Remember: Area = length × width Use spatial reasoning to find helpful relationships Whole numbers are all you need. You can always get the answer without using fractions! Originally invented for gifted students, area mazes (menseki meiro), have taken all of Japan by storm. Are you a sudoku fanatic? Do you play brain games to stay sharp? Did you love geometry . . . or would you like to finally show it who’s boss? Feed your brain some area mazes—they could be just what you’re craving!
Publisher: The Experiment
ISBN: 1615194223
Category : Games & Activities
Languages : en
Pages : 227
Book Description
Perfect for sudoku fans—the rules for these 100 logic puzzles are simple, and the math is easy. But the puzzles get harder and harder! Once you match wits with area mazes, you’ll be hooked! Your quest is to navigate a network of rectangles to find a missing value. Just Remember: Area = length × width Use spatial reasoning to find helpful relationships Whole numbers are all you need. You can always get the answer without using fractions! Originally invented for gifted students, area mazes (menseki meiro), have taken all of Japan by storm. Are you a sudoku fanatic? Do you play brain games to stay sharp? Did you love geometry . . . or would you like to finally show it who’s boss? Feed your brain some area mazes—they could be just what you’re craving!
Amazing Area Mazes
Author: Naoki Inaba
Publisher: The Experiment
ISBN: 1615196188
Category : Juvenile Nonfiction
Languages : en
Pages : 98
Book Description
Race the clock to solve 70 fun puzzles with grade-school math—and genius logic! Welcome, brave math wizard, to the world of area mazes. These clever grids of squares and rectangles are more than meets the eye. Can you find the missing value—using only your powers to add, subtract, multiply, and divide? Just remember: Area = Length x Width Too easy? Race the clock! Puzzle master Naoki Inaba has included three target times for every maze. But don’t worry if you get stuck sometimes . . . just keep at it, and you’ll get better and better. Soon, you’ll be amazing!
Publisher: The Experiment
ISBN: 1615196188
Category : Juvenile Nonfiction
Languages : en
Pages : 98
Book Description
Race the clock to solve 70 fun puzzles with grade-school math—and genius logic! Welcome, brave math wizard, to the world of area mazes. These clever grids of squares and rectangles are more than meets the eye. Can you find the missing value—using only your powers to add, subtract, multiply, and divide? Just remember: Area = Length x Width Too easy? Race the clock! Puzzle master Naoki Inaba has included three target times for every maze. But don’t worry if you get stuck sometimes . . . just keep at it, and you’ll get better and better. Soon, you’ll be amazing!
Mazes in Videogames
Author: Alison Gazzard
Publisher: McFarland
ISBN: 0786492929
Category : Games & Activities
Languages : en
Pages : 191
Book Description
From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.
Publisher: McFarland
ISBN: 0786492929
Category : Games & Activities
Languages : en
Pages : 191
Book Description
From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us.
The World's Most Difficult Maze
Author: Dave Phillips
Publisher: Courier Dover Publications
ISBN: 9780486239705
Category : Maze puzzles
Languages : en
Pages : 0
Book Description
One 28-page maze with holes that permit passage from page to page.
Publisher: Courier Dover Publications
ISBN: 9780486239705
Category : Maze puzzles
Languages : en
Pages : 0
Book Description
One 28-page maze with holes that permit passage from page to page.
399 Games, Puzzles & Trivia Challenges Specially Designed to Keep Your Brain Young.
Author: Nancy Linde
Publisher: Workman Publishing
ISBN: 0761168257
Category : Games & Activities
Languages : en
Pages : 425
Book Description
Based on the science that shows that people middle-aged or older who solve word games and brainteasers have a significant cognitive advantage over those who do not, 399 Games, Puzzles & Trivia Challenges is the illustrated game book specifically created to cross-train the brain. Here are 399 games to stretch, challenge, and push the reader, all of which stimulate the formation of neurons—literally, regrowing the brain. Plus they’re not only good for you, but just plain good—these games are fun. 399 Games, Puzzles & Trivia is a lively mix of challenges, riddles, and brainteasers—all vetted by a neuroscientist who specializes in aging brains and designed to work the six key areas of cognitive function that are vulnerable in normal aging: long-term memory, working memory, executive functioning, attention to detail, multitasking, and processing speed. The games are arranged from easiest to most difficult and are labeled according to which cognitive functions they exercise so they can be mixed and matched into a custom “workout.” In just 15 minutes a day, anyone can improve his brain’s strength, flexibility, and long-term health.
Publisher: Workman Publishing
ISBN: 0761168257
Category : Games & Activities
Languages : en
Pages : 425
Book Description
Based on the science that shows that people middle-aged or older who solve word games and brainteasers have a significant cognitive advantage over those who do not, 399 Games, Puzzles & Trivia Challenges is the illustrated game book specifically created to cross-train the brain. Here are 399 games to stretch, challenge, and push the reader, all of which stimulate the formation of neurons—literally, regrowing the brain. Plus they’re not only good for you, but just plain good—these games are fun. 399 Games, Puzzles & Trivia is a lively mix of challenges, riddles, and brainteasers—all vetted by a neuroscientist who specializes in aging brains and designed to work the six key areas of cognitive function that are vulnerable in normal aging: long-term memory, working memory, executive functioning, attention to detail, multitasking, and processing speed. The games are arranged from easiest to most difficult and are labeled according to which cognitive functions they exercise so they can be mixed and matched into a custom “workout.” In just 15 minutes a day, anyone can improve his brain’s strength, flexibility, and long-term health.
Math Geek
Author: Raphael Rosen
Publisher: Simon and Schuster
ISBN: 1440583811
Category : Mathematics
Languages : en
Pages : 256
Book Description
The new "sine" of mathematical geekdom! Do you dream about long division in your sleep? Does the thought of solving abstruse equations bring a smile to your face? Do you love celebrating pi every March? Then, Math Geek was made for you! With this guide, you'll learn even more about the power of numbers as you explore their brilliant nature in ways you've never imagined. From manhole covers to bubbles to subway maps, each page gives you a glimpse of the world through renowned mathematicians' eyes and reveals how their theorems and equations can be applied to nearly everything you encounter. Covering dozens of your favorite math topics, you'll find fascinating answers to questions like: How are the waiting times for buses determined? Why is Romanesco Broccoli so mesmerizing? How do you divide a cake evenly? Should you run or walk to avoid rain showers? Filled with compelling mathematical explanations, Math Geek sheds light on the incredible world of numbers hidden deep within your day-to-day life.
Publisher: Simon and Schuster
ISBN: 1440583811
Category : Mathematics
Languages : en
Pages : 256
Book Description
The new "sine" of mathematical geekdom! Do you dream about long division in your sleep? Does the thought of solving abstruse equations bring a smile to your face? Do you love celebrating pi every March? Then, Math Geek was made for you! With this guide, you'll learn even more about the power of numbers as you explore their brilliant nature in ways you've never imagined. From manhole covers to bubbles to subway maps, each page gives you a glimpse of the world through renowned mathematicians' eyes and reveals how their theorems and equations can be applied to nearly everything you encounter. Covering dozens of your favorite math topics, you'll find fascinating answers to questions like: How are the waiting times for buses determined? Why is Romanesco Broccoli so mesmerizing? How do you divide a cake evenly? Should you run or walk to avoid rain showers? Filled with compelling mathematical explanations, Math Geek sheds light on the incredible world of numbers hidden deep within your day-to-day life.
A Little History of the World
Author: E. H. Gombrich
Publisher: Yale University Press
ISBN: 0300213972
Category : History
Languages : en
Pages : 401
Book Description
E. H. Gombrich's Little History of the World, though written in 1935, has become one of the treasures of historical writing since its first publication in English in 2005. The Yale edition alone has now sold over half a million copies, and the book is available worldwide in almost thirty languages. Gombrich was of course the best-known art historian of his time, and his text suggests illustrations on every page. This illustrated edition of the Little History brings together the pellucid humanity of his narrative with the images that may well have been in his mind's eye as he wrote the book. The two hundred illustrations—most of them in full color—are not simple embellishments, though they are beautiful. They emerge from the text, enrich the author's intention, and deepen the pleasure of reading this remarkable work. For this edition the text is reset in a spacious format, flowing around illustrations that range from paintings to line drawings, emblems, motifs, and symbols. The book incorporates freshly drawn maps, a revised preface, and a new index. Blending high-grade design, fine paper, and classic binding, this is both a sumptuous gift book and an enhanced edition of a timeless account of human history.
Publisher: Yale University Press
ISBN: 0300213972
Category : History
Languages : en
Pages : 401
Book Description
E. H. Gombrich's Little History of the World, though written in 1935, has become one of the treasures of historical writing since its first publication in English in 2005. The Yale edition alone has now sold over half a million copies, and the book is available worldwide in almost thirty languages. Gombrich was of course the best-known art historian of his time, and his text suggests illustrations on every page. This illustrated edition of the Little History brings together the pellucid humanity of his narrative with the images that may well have been in his mind's eye as he wrote the book. The two hundred illustrations—most of them in full color—are not simple embellishments, though they are beautiful. They emerge from the text, enrich the author's intention, and deepen the pleasure of reading this remarkable work. For this edition the text is reset in a spacious format, flowing around illustrations that range from paintings to line drawings, emblems, motifs, and symbols. The book incorporates freshly drawn maps, a revised preface, and a new index. Blending high-grade design, fine paper, and classic binding, this is both a sumptuous gift book and an enhanced edition of a timeless account of human history.
What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
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.
Publisher: Macmillan
ISBN: 1466886420
Category : Education
Languages : en
Pages : 233
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.
Artificial Intelligence and Games
Author: Georgios N. Yannakakis
Publisher: Springer
ISBN: 3319635190
Category : Computers
Languages : en
Pages : 350
Book Description
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.
Publisher: Springer
ISBN: 3319635190
Category : Computers
Languages : en
Pages : 350
Book Description
This is the first textbook dedicated to explaining how artificial intelligence (AI) techniques can be used in and for games. After introductory chapters that explain the background and key techniques in AI and games, the authors explain how to use AI to play games, to generate content for games and to model players. The book will be suitable for undergraduate and graduate courses in games, artificial intelligence, design, human-computer interaction, and computational intelligence, and also for self-study by industrial game developers and practitioners. The authors have developed a website (http://www.gameaibook.org) that complements the material covered in the book with up-to-date exercises, lecture slides and reading.