Game Jams – History, Technology, and Organisation

Game Jams – History, Technology, and Organisation PDF Author: Allan Fowler
Publisher: Springer Nature
ISBN: 3031151879
Category : Education
Languages : en
Pages : 136

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Book Description
This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams.

Game Jams - History, Technology, and Organisation

Game Jams - History, Technology, and Organisation PDF Author: Allan Fowler (Professor)
Publisher:
ISBN: 9788303115188
Category : Video games
Languages : en
Pages : 0

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Book Description
This book will provide a comprehensive guide to creating and managing a game jam. The book will also provide an overview of how and where game jams have been held, the type of game jams, the tools and technologies used in organising and participating in game jams. .

Encyclopedia of Video Games [3 volumes]

Encyclopedia of Video Games [3 volumes] PDF Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173

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Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Full STEAM Ahead

Full STEAM Ahead PDF Author: Cherie P. Pandora
Publisher: Bloomsbury Publishing USA
ISBN: 144085341X
Category : Language Arts & Disciplines
Languages : en
Pages : 263

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Book Description
This book is a toolkit for youth and young adult librarians—school and public—who wish to incorporate science, technology, engineering, art, and math (STEAM) into their programs and collections but aren't sure where to begin. Most educators are well aware of the reasons for emphasizing STEAM—topics that fall within the broad headings of science, technology, engineering, arts, and mathematics—in the curriculum, regardless of grade level. But how do librarians who work with 'tweens in middle school, high school, and public libraries—fit into the picture and play their roles to underscore their relevance in making STEAM initiatives successful? This book answers those key questions, providing program guidelines and resources for each of the STEAM areas. Readers will learn how to collaborate in STEAM efforts by providing information on resources, activities, standards, conferences, museums, programs, and professional organizations. Emphasis is placed on encouraging girls and minorities to take part in and get excited about STEAM. In addition, the book examines how makerspaces can enhance this initiative; how to connect your programs to educational standards; where to find funding; how to effectively promote your resources and programs, including how school and public librarians can collaborate to maximize their efforts; how to find and provide professional development; and how to evaluate your program to make further improvements and boost effectiveness. Whether you are on the cusp of launching a STEAM initiative, or looking for ways to grow and enhance your program, this book will be an invaluable resource.

The Video Games Textbook

The Video Games Textbook PDF Author: Brian J Wardyga
Publisher:
ISBN: 9781003315759
Category : Video games
Languages : en
Pages : 0

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Book Description
"The Video Games Textbook takes the history of video games to another level, with visually-stimulating, comprehensive, and chronological chapters that are relevant and easy to read for a variety of students"--

Gaming SEL

Gaming SEL PDF Author: Matthew Farber
Publisher: Peter Lang Us
ISBN: 9781433186424
Category : Affective education
Languages : en
Pages : 204

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Book Description
In an engaging and readable tone, Farber explores key research about games and SEL. Teachers, game designers, and experts from CASEL, the Fred Rogers Center, Greater Good in Education, iThrive Games, Minecraft Education, UNESCO MGIEP, Harvard's EASEL Lab, and more share advice.

Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events

Proceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events PDF Author:
Publisher:
ISBN:
Category : Computer games
Languages : en
Pages : 0

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Book Description
Annotation International Conference on Game Jams, Hackathons, and Game Creation Events Mar 13, 2016-Mar 13, 2016 San Francisco, USA. You can view more information about this proceeding and all of ACM�s other published conference proceedings from the ACM Digital Library: http://www.acm.org/dl.

100 Best Video Games (That Never Existed)

100 Best Video Games (That Never Existed) PDF Author: Nate Crowley
Publisher: Solaris
ISBN: 1786181444
Category : Humor
Languages : en
Pages : 260

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Book Description
THE WORLD’S FIRST POST-TRUTH GAMING BOOK After rashly tweeting he would dream up an imaginary computer game for every ‘like’ received, Nate Crowley found himself on an epic quest to conjure up hundreds of entirely fictional titles. From 1980s hits like BeastEnders to modern classics like 90s Goth Soccer and BinCrab Destiny, this beautiful retrospective takes the reader on a lavish tour of the most memorable and groundbreaking games never made. Brought to hilarious life by a team of genuine videogame industry concept artists and written by a professional over-imaginer, this book doesn’t just throw out silly ideas – it expands on them in relentless, excruciating detail.

Technology: A World History

Technology: A World History PDF Author: Daniel R. Headrick Professor of Social Sciences and History Roosevelt University
Publisher: Oxford University Press, USA
ISBN: 0199713669
Category : Technology & Engineering
Languages : en
Pages : 197

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Book Description
Today technology has created a world of dazzling progress, growing disparities of wealth and poverty, and looming threats to the environment. Technology: A World History offers an illuminating backdrop to our present moment--a brilliant history of invention around the globe. Historian Daniel R. Headrick ranges from the Stone Age and the beginnings of agriculture to the Industrial Revolution and the electronic revolution of the recent past. In tracing the growing power of humans over nature through increasingly powerful innovations, he compares the evolution of technology in different parts of the world, providing a much broader account than is found in other histories of technology. We also discover how small changes sometimes have dramatic results--how, for instance, the stirrup revolutionized war and gave the Mongols a deadly advantage over the Chinese. And how the nailed horseshoe was a pivotal breakthrough for western farmers. Enlivened with many illustrations, Technology offers a fascinating look at the spread of inventions around the world, both as boons for humanity and as weapons of destruction.

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond

Learning, Education & Games, Volume 3: 100 Games to Use in the Classroom & Beyond PDF Author: Karen Schrier
Publisher: Lulu.com
ISBN: 0359984010
Category : Education
Languages : en
Pages : 584

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Book Description
Have you ever wanted to know which games to use in your classroom, library, or afterschool program, or even at home? Which games can help teach preschoolers, K-12, college students, or adults? What can you use for science, literature, or critical thinking skills? This book explores 100 different games and how educators have used the games to teach - what worked and didn't work and their tips and techniques. The list of 100 goes from A to Z Safari to Zoombinis, and includes popular games like Fortnite, Call of Duty: Modern Warfare, and Minecraft, as well as PC, mobile, VR, AR, card and board games.