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Gladstone's Games to Go

Gladstone's Games to Go PDF Author: Jim Gladstone
Publisher: Quirk Books
ISBN: 1594749191
Category : Games & Activities
Languages : en
Pages : 155

Book Description
No Boards! No Boredom! Remember the games you used to play in the car as a kid? You’d enjoy playing them again, but you can’t quite remember all the rules, and besides, the games were awfully easy. Well, Gladstone’s Games to Go has come to the rescue. With updated classics and challenging original games, Gladstone’s Games to Go delivers antidotes to boredom and entertaining ways to spend down-time, whether you’re in transit, on vacation, or wiling away an afternoon at a cafe. You can play word games (like Grandmother’s House, Six Degrees, and Chain Reaction), compete in coin contests (like Molecular Flip and Sliders), master strategy with dot games (like Dots and Boxes and Sprouts), and more. With little to no additional equipment required (pens and paper or a few coins will do the trick), the games are totally portable—and totally playable. All the games are for two or more players (some could even be played solo), and they appeal to both left- and right-brained gamers. Start playing today!

Gladstone's Games to Go

Gladstone's Games to Go PDF Author: Jim Gladstone
Publisher: Quirk Books
ISBN: 1594749191
Category : Games & Activities
Languages : en
Pages : 155

Book Description
No Boards! No Boredom! Remember the games you used to play in the car as a kid? You’d enjoy playing them again, but you can’t quite remember all the rules, and besides, the games were awfully easy. Well, Gladstone’s Games to Go has come to the rescue. With updated classics and challenging original games, Gladstone’s Games to Go delivers antidotes to boredom and entertaining ways to spend down-time, whether you’re in transit, on vacation, or wiling away an afternoon at a cafe. You can play word games (like Grandmother’s House, Six Degrees, and Chain Reaction), compete in coin contests (like Molecular Flip and Sliders), master strategy with dot games (like Dots and Boxes and Sprouts), and more. With little to no additional equipment required (pens and paper or a few coins will do the trick), the games are totally portable—and totally playable. All the games are for two or more players (some could even be played solo), and they appeal to both left- and right-brained gamers. Start playing today!

Go Eat Your Video Games for Dinner

Go Eat Your Video Games for Dinner PDF Author: Benz Aliff Bin Malik
Publisher: Booktango
ISBN: 1468945629
Category : Self-Help
Languages : en
Pages : 47

Book Description
This book is aimed to help people understand video games addicts and give a way to understand them and communicate with them. It also gives steps and advice on how to stop being a video games addict without sacrificing the game.

Alpha Xi Delta

Alpha Xi Delta PDF Author:
Publisher:
ISBN:
Category : Greek letter societies
Languages : en
Pages : 574

Book Description


Cubs Forever

Cubs Forever PDF Author: Bob Vorwald
Publisher: Triumph Books
ISBN: 160078044X
Category : Sports & Recreation
Languages : en
Pages : 223

Book Description
Cubs Forever celebrates the 60-year romance between the team, the superstation, and the fans. It brings to life some of the great games and moments in the team's history, such as Ernie Banks' 500th home run, the first night game at Wrigley Field, and four no-hitters. Add in stories from the men who work behind the scenes at Wrigley and WGN, plus interviews with the team's many stars over this six-decade period, and you have a baseball bonanza for fans of all ages.

Math Fact Fluency

Math Fact Fluency PDF Author: Jennifer Bay-Williams
Publisher: ASCD
ISBN: 1416627227
Category : Education
Languages : en
Pages : 206

Book Description
This approach to teaching basic math facts, grounded in years of research, will transform students' learning of basic facts and help them become more confident, adept, and successful at math. Mastering the basic facts for addition, subtraction, multiplication, and division is an essential goal for all students. Most educators also agree that success at higher levels of math hinges on this fundamental skill. But what's the best way to get there? Are flash cards, drills, and timed tests the answer? If so, then why do students go into the upper elementary grades (and beyond) still counting on their fingers or experiencing math anxiety? What does research say about teaching basic math facts so they will stick? In Math Fact Fluency, experts Jennifer Bay-Williams and Gina Kling provide the answers to these questions—and so much more. This book offers everything a teacher needs to teach, assess, and communicate with parents about basic math fact instruction, including The five fundamentals of fact fluency, which provide a research-based framework for effective instruction in the basic facts. Strategies students can use to find facts that are not yet committed to memory. More than 40 easy-to-make, easy-to-use games that provide engaging fact practice. More than 20 assessment tools that provide useful data on fact fluency and mastery. Suggestions and strategies for collaborating with families to help their children master the basic math facts. Math Fact Fluency is an indispensable guide for any educator who needs to teach basic math facts.

Say Nothing

Say Nothing PDF Author: Patrick Radden Keefe
Publisher: Vintage
ISBN: 0385543379
Category : True Crime
Languages : en
Pages : 427

Book Description
NEW YORK TIMES BESTSELLER • SOON TO BE AN FX LIMITED SERIES STREAMING ON HULU • NATIONAL BOOK CRITICS CIRCLE AWARD WINNER • From the author of Empire of Pain—a stunning, intricate narrative about a notorious killing in Northern Ireland and its devastating repercussions. One of The New York Times’s 20 Best Books of the 21st Century "Masked intruders dragged Jean McConville, a 38-year-old widow and mother of 10, from her Belfast home in 1972. In this meticulously reported book—as finely paced as a novel—Keefe uses McConville's murder as a prism to tell the history of the Troubles in Northern Ireland. Interviewing people on both sides of the conflict, he transforms the tragic damage and waste of the era into a searing, utterly gripping saga." —New York Times Book Review "Reads like a novel ... Keefe is ... a master of narrative nonfiction. . .An incredible story."—Rolling Stone A Best Book of the Year: The New York Times, The Washington Post, The Wall Street Journal, TIME, NPR, and more! Jean McConville's abduction was one of the most notorious episodes of the vicious conflict known as The Troubles. Everyone in the neighborhood knew the I.R.A. was responsible. But in a climate of fear and paranoia, no one would speak of it. In 2003, five years after an accord brought an uneasy peace to Northern Ireland, a set of human bones was discovered on a beach. McConville's children knew it was their mother when they were told a blue safety pin was attached to the dress--with so many kids, she had always kept it handy for diapers or ripped clothes. Patrick Radden Keefe's mesmerizing book on the bitter conflict in Northern Ireland and its aftermath uses the McConville case as a starting point for the tale of a society wracked by a violent guerrilla war, a war whose consequences have never been reckoned with. The brutal violence seared not only people like the McConville children, but also I.R.A. members embittered by a peace that fell far short of the goal of a united Ireland, and left them wondering whether the killings they committed were not justified acts of war, but simple murders. From radical and impetuous I.R.A. terrorists such as Dolours Price, who, when she was barely out of her teens, was already planting bombs in London and targeting informers for execution, to the ferocious I.R.A. mastermind known as The Dark, to the spy games and dirty schemes of the British Army, to Gerry Adams, who negotiated the peace but betrayed his hardcore comrades by denying his I.R.A. past--Say Nothing conjures a world of passion, betrayal, vengeance, and anguish.

Players Making Decisions

Players Making Decisions PDF Author: Zack Hiwiller
Publisher: New Riders
ISBN: 013439464X
Category : Computers
Languages : en
Pages : 646

Book Description
Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it

Chambers's Encyclopædia

Chambers's Encyclopædia PDF Author: Chambers W. and R., ltd
Publisher:
ISBN:
Category :
Languages : en
Pages : 862

Book Description


A Multimodal Approach to Video Games and the Player Experience

A Multimodal Approach to Video Games and the Player Experience PDF Author: Weimin Toh
Publisher: Routledge
ISBN: 135118475X
Category : Language Arts & Disciplines
Languages : en
Pages : 241

Book Description
This volume puts forth an original theoretical framework, the ludonarrative model, for studying video games which foregrounds the empirical study of the player experience. The book provides a comprehensive introduction to and description of the model, which draws on theoretical frameworks from multimodal discourse analysis, game studies, and social semiotics, and its development out of participant observation and qualitative interviews from the empirical study of a group of players. The volume then applies this approach to shed light on how players’ experiences in a game influence how they understand and make use of game components in order to progress its narrative. The book concludes with a frame by frame analysis of a popular game to demonstrate the model’s principles in action and its subsequent broader applicability to analyzing video game interaction and design. Offering a new way forward for video game research, this volume is key reading for students and scholars in multimodality, discourse analysis, game studies, interactive storytelling, and new media.

A World Without Work

A World Without Work PDF Author: Daniel Susskind
Publisher: Metropolitan Books
ISBN: 1250173523
Category : Business & Economics
Languages : en
Pages : 272

Book Description
SHORTLISTED FOR THE FINANCIAL TIMES & MCKINSEY 2020 BUSINESS BOOK OF THE YEAR One of Fortune Best Books of the Year One of Inc. Best Business Books of the Year One of The Times (UK) Best Business Books of the Year A New York Times Book Review Editors’ Choice From an Oxford economist, a visionary account of how technology will transform the world of work, and what we should do about it From mechanical looms to the combustion engine to the first computers, new technologies have always provoked panic about workers being replaced by machines. For centuries, such fears have been misplaced, and many economists maintain that they remain so today. But as Daniel Susskind demonstrates, this time really is different. Breakthroughs in artificial intelligence mean that all kinds of jobs are increasingly at risk. Drawing on almost a decade of research in the field, Susskind argues that machines no longer need to think like us in order to outperform us, as was once widely believed. As a result, more and more tasks that used to be far beyond the capability of computers – from diagnosing illnesses to drafting legal contracts, from writing news reports to composing music – are coming within their reach. The threat of technological unemployment is now real. This is not necessarily a bad thing, Susskind emphasizes. Technological progress could bring about unprecedented prosperity, solving one of humanity’s oldest problems: how to make sure that everyone has enough to live on. The challenges will be to distribute this prosperity fairly, to constrain the burgeoning power of Big Tech, and to provide meaning in a world where work is no longer the center of our lives. Perceptive, pragmatic, and ultimately hopeful, A World Without Work shows the way.