Author: A. L. Hosking
Publisher:
ISBN: 9780953108916
Category : Chess
Languages : en
Pages : 136
Book Description
4 Great Games
Author: A. L. Hosking
Publisher:
ISBN: 9780953108916
Category : Chess
Languages : en
Pages : 136
Book Description
Publisher:
ISBN: 9780953108916
Category : Chess
Languages : en
Pages : 136
Book Description
Great Big Book of Children's Games
Author: Derba Wise
Publisher: McGraw Hill Professional
ISBN: 9780071422468
Category : Family & Relationships
Languages : en
Pages : 324
Book Description
450 indoor and outdoor games for pre-school to middle-school-age kids arranged by age group.
Publisher: McGraw Hill Professional
ISBN: 9780071422468
Category : Family & Relationships
Languages : en
Pages : 324
Book Description
450 indoor and outdoor games for pre-school to middle-school-age kids arranged by age group.
Seven Games: A Human History
Author: Oliver Roeder
Publisher: W. W. Norton & Company
ISBN: 1324003782
Category : History
Languages : en
Pages : 326
Book Description
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
Publisher: W. W. Norton & Company
ISBN: 1324003782
Category : History
Languages : en
Pages : 326
Book Description
A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.
Best-Ever Games for Youth Ministry
Author: Les Christie
Publisher: Simply Youth Ministry
ISBN: 9781470722166
Category : Group games
Languages : en
Pages : 0
Book Description
The Game Guy is geared up and ready to give you tons of great games--including some brand-new ones--that are easy to pull off and field-tested with teenagers in many settings. Here's what you'll get: - Classic games with new twists - Indoor and outdoor games - Games that teach - Games that build community in your group The book includes ideas on how to: - Lead games - Select games - Save games gone bad You also get: - Supply lists - Tips and bonus ideas - Notes on group sizes Plus, this legendary games expert exposes some of the worst games every played, and shares his philosophy of fun when working with teenagers. You'll be equipped to lead young people with the best collection of games--ever!
Publisher: Simply Youth Ministry
ISBN: 9781470722166
Category : Group games
Languages : en
Pages : 0
Book Description
The Game Guy is geared up and ready to give you tons of great games--including some brand-new ones--that are easy to pull off and field-tested with teenagers in many settings. Here's what you'll get: - Classic games with new twists - Indoor and outdoor games - Games that teach - Games that build community in your group The book includes ideas on how to: - Lead games - Select games - Save games gone bad You also get: - Supply lists - Tips and bonus ideas - Notes on group sizes Plus, this legendary games expert exposes some of the worst games every played, and shares his philosophy of fun when working with teenagers. You'll be equipped to lead young people with the best collection of games--ever!
The Physical Educator's Big Book of Sport Lead-up Games
Author: Guy Bailey
Publisher:
ISBN: 9780966972757
Category : Games
Languages : en
Pages : 0
Book Description
Written by a nationally known physical education teacher and author, this one-of-a-kind book contains PE games that allow children to develop team and lifetime sport skills in an exciting and meaningful setting--leaving them motivated, challenged, and enthusiastic about sport participation. In all, this user-friendly resource contains field-tested activities proven to enhance sport skills in fourteen sport categories--the most comprehensive sport lead-up game book available to physical educators. Each of the 242 games provides everything needed for its successful use. This includes an introduction with a skill purpose, number of participants required, suggested grade levels, equipment needed, play instructions, and illustration. In addition, you'll find helpful advice on how to use lead-up games most effectively in the PE curriculum, including how to introduce games to children, tips on finding the right game to achieve your learning objectives, safety guidelines, and much more.
Publisher:
ISBN: 9780966972757
Category : Games
Languages : en
Pages : 0
Book Description
Written by a nationally known physical education teacher and author, this one-of-a-kind book contains PE games that allow children to develop team and lifetime sport skills in an exciting and meaningful setting--leaving them motivated, challenged, and enthusiastic about sport participation. In all, this user-friendly resource contains field-tested activities proven to enhance sport skills in fourteen sport categories--the most comprehensive sport lead-up game book available to physical educators. Each of the 242 games provides everything needed for its successful use. This includes an introduction with a skill purpose, number of participants required, suggested grade levels, equipment needed, play instructions, and illustration. In addition, you'll find helpful advice on how to use lead-up games most effectively in the PE curriculum, including how to introduce games to children, tips on finding the right game to achieve your learning objectives, safety guidelines, and much more.
Making Games for Impact
Author: Kurt Squire
Publisher: MIT Press
ISBN: 026236249X
Category : Education
Languages : en
Pages : 253
Book Description
Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.
Publisher: MIT Press
ISBN: 026236249X
Category : Education
Languages : en
Pages : 253
Book Description
Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game. Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints. These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.
Johnson's Univeral Cyclopædia
Author:
Publisher:
ISBN:
Category : Encyclopedias and dictionaries
Languages : en
Pages : 880
Book Description
Publisher:
ISBN:
Category : Encyclopedias and dictionaries
Languages : en
Pages : 880
Book Description
Practical Android 4 Games Development
Author: Jerome DiMarzio
Publisher: Apress
ISBN: 143024030X
Category : Computers
Languages : en
Pages : 316
Book Description
Practical Android 4 Games Development continues your journey to becoming a hands-on Android game apps developer. This title guides you through the process of designing and developing game apps that work on both smartphones and tablets, thanks to the new Android SDK 4.0 which merges the User Interface and Experience APIs and more. The author, J.F. DiMarzio, has written eight books, including Android: A Programmer's Guide—the first Android book approved by Google—recently updated and translated for sale in Japan. He has an easy-to-read, concise, and logical writing style that is well suited for teaching complex technologies like the Java-based Android. From 2D-based casual games to 3D OpenGL-based first-person shooters, you find that learning how to create games on the fastest growing mobile platform has never been easier. Create 2D and 3D games for Android 4.0 phones and tablets such and the Motorola Xoom Build your own reusable “black box” for game development Easy-to-follow examples make creating the sample games a hands-on experience
Publisher: Apress
ISBN: 143024030X
Category : Computers
Languages : en
Pages : 316
Book Description
Practical Android 4 Games Development continues your journey to becoming a hands-on Android game apps developer. This title guides you through the process of designing and developing game apps that work on both smartphones and tablets, thanks to the new Android SDK 4.0 which merges the User Interface and Experience APIs and more. The author, J.F. DiMarzio, has written eight books, including Android: A Programmer's Guide—the first Android book approved by Google—recently updated and translated for sale in Japan. He has an easy-to-read, concise, and logical writing style that is well suited for teaching complex technologies like the Java-based Android. From 2D-based casual games to 3D OpenGL-based first-person shooters, you find that learning how to create games on the fastest growing mobile platform has never been easier. Create 2D and 3D games for Android 4.0 phones and tablets such and the Motorola Xoom Build your own reusable “black box” for game development Easy-to-follow examples make creating the sample games a hands-on experience
PC Mag
Author:
Publisher:
ISBN:
Category :
Languages : en
Pages : 496
Book Description
PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
Publisher:
ISBN:
Category :
Languages : en
Pages : 496
Book Description
PCMag.com is a leading authority on technology, delivering Labs-based, independent reviews of the latest products and services. Our expert industry analysis and practical solutions help you make better buying decisions and get more from technology.
Simple Chess
Author: Michael Stean
Publisher: Courier Corporation
ISBN: 9780486424200
Category : Games & Activities
Languages : en
Pages : 180
Book Description
Written by a Grand Master, this guide isolates basic elements and illustrates them through Master and Grand Master games, breaking down the mystique of strategy into easy-to-understand ideas. More than a lesson in fundamentals, it illustrates the value of acquiring small, permanent advantages and saving the attack for later.
Publisher: Courier Corporation
ISBN: 9780486424200
Category : Games & Activities
Languages : en
Pages : 180
Book Description
Written by a Grand Master, this guide isolates basic elements and illustrates them through Master and Grand Master games, breaking down the mystique of strategy into easy-to-understand ideas. More than a lesson in fundamentals, it illustrates the value of acquiring small, permanent advantages and saving the attack for later.