Author: Mojang AB
Publisher: Random House Worlds
ISBN: 0593722507
Category : Games & Activities
Languages : en
Pages : 225
Book Description
Uncover the history of one of the most influential games of all time in The World of Minecraft. Explore how the critically acclaimed game evolved from a one-person project in 2009 to the global gaming phenomenon it is today. The World of Minecraft is the definitive account of the game’s history, combining exclusive interviews from the Mojang studio and recollections from long-standing members of the gaming community. Read the stories behind mods like Feed The Beast, the growth of community-defining servers like Hypixel, and YouTube channels like The Yogscast, plus a personal account from Lydia Winters on the creation of Alex, the impact of Minecraft charity Block by Block, the origin of the phantom, and many more insights. This must-have collector’s item includes a foreword from chief creative officer Jens “Jeb” Bergensten and an afterword from vanilla Minecraft game director Agnes Larsson, plus original concept art, beautifully detailed renders, and previously unseen archive materials that illustrate how the game has developed over its first fifteen years. Journey back into past eras of the game and look to the future in this comprehensive chronicle of Minecraft’s story.
The Making of Minecraft
Author: Jennifer Zeiger
Publisher: Cherry Lake
ISBN: 1634722590
Category : Juvenile Nonfiction
Languages : en
Pages : 36
Book Description
With more than 100 million players around the world, Minecraft is one of the most popular video games of all time. Its unique design encourages players to use their creativity and problem solving skills to build entire worlds from scratch. In this book, readers will discover how the game began as the hobby project of a single independent game designer and grew to become a worldwide phenomenon.
Publisher: Cherry Lake
ISBN: 1634722590
Category : Juvenile Nonfiction
Languages : en
Pages : 36
Book Description
With more than 100 million players around the world, Minecraft is one of the most popular video games of all time. Its unique design encourages players to use their creativity and problem solving skills to build entire worlds from scratch. In this book, readers will discover how the game began as the hobby project of a single independent game designer and grew to become a worldwide phenomenon.
The World of Minecraft
Author: Mojang AB
Publisher: Random House Worlds
ISBN: 0593722507
Category : Games & Activities
Languages : en
Pages : 225
Book Description
Uncover the history of one of the most influential games of all time in The World of Minecraft. Explore how the critically acclaimed game evolved from a one-person project in 2009 to the global gaming phenomenon it is today. The World of Minecraft is the definitive account of the game’s history, combining exclusive interviews from the Mojang studio and recollections from long-standing members of the gaming community. Read the stories behind mods like Feed The Beast, the growth of community-defining servers like Hypixel, and YouTube channels like The Yogscast, plus a personal account from Lydia Winters on the creation of Alex, the impact of Minecraft charity Block by Block, the origin of the phantom, and many more insights. This must-have collector’s item includes a foreword from chief creative officer Jens “Jeb” Bergensten and an afterword from vanilla Minecraft game director Agnes Larsson, plus original concept art, beautifully detailed renders, and previously unseen archive materials that illustrate how the game has developed over its first fifteen years. Journey back into past eras of the game and look to the future in this comprehensive chronicle of Minecraft’s story.
Publisher: Random House Worlds
ISBN: 0593722507
Category : Games & Activities
Languages : en
Pages : 225
Book Description
Uncover the history of one of the most influential games of all time in The World of Minecraft. Explore how the critically acclaimed game evolved from a one-person project in 2009 to the global gaming phenomenon it is today. The World of Minecraft is the definitive account of the game’s history, combining exclusive interviews from the Mojang studio and recollections from long-standing members of the gaming community. Read the stories behind mods like Feed The Beast, the growth of community-defining servers like Hypixel, and YouTube channels like The Yogscast, plus a personal account from Lydia Winters on the creation of Alex, the impact of Minecraft charity Block by Block, the origin of the phantom, and many more insights. This must-have collector’s item includes a foreword from chief creative officer Jens “Jeb” Bergensten and an afterword from vanilla Minecraft game director Agnes Larsson, plus original concept art, beautifully detailed renders, and previously unseen archive materials that illustrate how the game has developed over its first fifteen years. Journey back into past eras of the game and look to the future in this comprehensive chronicle of Minecraft’s story.
The Making of Fortnite
Author: Josh Gregory
Publisher: Cherry Lake
ISBN: 1534149600
Category : Juvenile Nonfiction
Languages : en
Pages : 36
Book Description
With hundreds of millions of players around the world, Fortnite is the video game sensation that has taken the world by storm. Its unique design combines the construction and problem solving of games like Minecraft with competitive online battles. In this book, readers will learn all about the creation of this incredible game, from how it was first conceived to how its developers are continuing to tweak and improve it today. Includes table of contents, author biography, sidebars, glossary, index, and informative backmatter.
Publisher: Cherry Lake
ISBN: 1534149600
Category : Juvenile Nonfiction
Languages : en
Pages : 36
Book Description
With hundreds of millions of players around the world, Fortnite is the video game sensation that has taken the world by storm. Its unique design combines the construction and problem solving of games like Minecraft with competitive online battles. In this book, readers will learn all about the creation of this incredible game, from how it was first conceived to how its developers are continuing to tweak and improve it today. Includes table of contents, author biography, sidebars, glossary, index, and informative backmatter.
An Educator's Guide to Using Minecraft® in the Classroom
Author: Colin Gallagher
Publisher: Peachpit Press
ISBN: 0133858022
Category : Games & Activities
Languages : en
Pages : 289
Book Description
Learn how educators are using Minecraft® as a powerful instructional tool to engage students and teach subjects as varied as math and humanities. This book offers ten classroom projects from teachers using Minecraft® to teach math, science, languages, and more. Each project includes learning objectives, project organization and tasks, and ideas for reflection and assessments. You’ll also find detailed instructions for setting up and running a Minecraft® server in the classroom, both the regular and the popular MinecraftEdu versions. In this book, you’ll discover What Minecraft® is and why it’s such an engaging tool for the classroom. How to set up and administer servers that students use for their projects. What MinecraftEdu is, how to set up and manage it, and how to use its teacher controls. Techniques for using the game in special-education settings. Step-by-step instructions for printing 3D models of your classroom projects. Ways to use the game in a variety of different subject areas. You’ll find essential advice and captivating projects for using Minecraft® to enhance students’ learning experience from educators using Minecraft® in the Classroom: Shane Asselstine, Dan Bloom, André Chercka, Adam Clarke, Stephen Elford, Colin Gallagher, David Lee, John Miller, Eric Walker, and James York. Minecraft® is a trademark of Mojang Synergies/Notch Development AB. This book is not affiliated with or sponsored by Mojang Synergies/Notch Development AB.
Publisher: Peachpit Press
ISBN: 0133858022
Category : Games & Activities
Languages : en
Pages : 289
Book Description
Learn how educators are using Minecraft® as a powerful instructional tool to engage students and teach subjects as varied as math and humanities. This book offers ten classroom projects from teachers using Minecraft® to teach math, science, languages, and more. Each project includes learning objectives, project organization and tasks, and ideas for reflection and assessments. You’ll also find detailed instructions for setting up and running a Minecraft® server in the classroom, both the regular and the popular MinecraftEdu versions. In this book, you’ll discover What Minecraft® is and why it’s such an engaging tool for the classroom. How to set up and administer servers that students use for their projects. What MinecraftEdu is, how to set up and manage it, and how to use its teacher controls. Techniques for using the game in special-education settings. Step-by-step instructions for printing 3D models of your classroom projects. Ways to use the game in a variety of different subject areas. You’ll find essential advice and captivating projects for using Minecraft® to enhance students’ learning experience from educators using Minecraft® in the Classroom: Shane Asselstine, Dan Bloom, André Chercka, Adam Clarke, Stephen Elford, Colin Gallagher, David Lee, John Miller, Eric Walker, and James York. Minecraft® is a trademark of Mojang Synergies/Notch Development AB. This book is not affiliated with or sponsored by Mojang Synergies/Notch Development AB.
Minecraft in the Classroom
Author: Shane Asselstine
Publisher: Pearson Education
ISBN: 0133858014
Category : Computers
Languages : en
Pages : 289
Book Description
"You'll find essential advice and captivating projects for uing Minecraft to enhance students' learning experiencce from educators using MIne craft in the classroom." - cover.
Publisher: Pearson Education
ISBN: 0133858014
Category : Computers
Languages : en
Pages : 289
Book Description
"You'll find essential advice and captivating projects for uing Minecraft to enhance students' learning experiencce from educators using MIne craft in the classroom." - cover.
Creating Digitally
Author: Anthony L. Brooks
Publisher: Springer Nature
ISBN: 3031313607
Category : Technology & Engineering
Languages : en
Pages : 562
Book Description
This book of 21 chapters shares endeavors associated to the human trait of creative expression within, across, and between digital media in wide-ranging contexts making the contents perfect as a course study book uptake within related educations. Globally located chapter authors share their comprehensive artisan perspectives from works associated with regional cultures, diversities of interpretations, and widespread scopes of meanings. Contents illustrate contemporary works reflecting thought-provoking comprehensions, functions, and purposes, posit as contributing toward shifting of boundaries within the field. Original to this approach is the reflective offerings on creating digitally beyond typical psychological analysis/rapportage. The book's general scope and key uses are thus to contribute to scholarly discussions toward informing future projects by having an intended wide readership including from within educations, to artisans, and wider interested public. Chapter 7 is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Publisher: Springer Nature
ISBN: 3031313607
Category : Technology & Engineering
Languages : en
Pages : 562
Book Description
This book of 21 chapters shares endeavors associated to the human trait of creative expression within, across, and between digital media in wide-ranging contexts making the contents perfect as a course study book uptake within related educations. Globally located chapter authors share their comprehensive artisan perspectives from works associated with regional cultures, diversities of interpretations, and widespread scopes of meanings. Contents illustrate contemporary works reflecting thought-provoking comprehensions, functions, and purposes, posit as contributing toward shifting of boundaries within the field. Original to this approach is the reflective offerings on creating digitally beyond typical psychological analysis/rapportage. The book's general scope and key uses are thus to contribute to scholarly discussions toward informing future projects by having an intended wide readership including from within educations, to artisans, and wider interested public. Chapter 7 is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Minecraft Modding with Forge
Author: Arun Gupta
Publisher: "O'Reilly Media, Inc."
ISBN: 1491918845
Category : Computers
Languages : en
Pages : 203
Book Description
Playing Minecraft is a lot of fun, but the game is more engaging, entertaining, and educational when kids learn how to build mods—small programs that let them modify game elements and add content. This family-friendly guide teaches kids and parents how to create mods of different types, using the Minecraft Forge modding tool. No programming experience is needed. You’ll not only build some amazing mods with the book’s easy-to-follow instructions, but you’ll also learn how to work with Java, the same programming language that Minecraft uses. Why wait? Get started with computer programming and be more creative with Minecraft while you’re at it! This book will help you: Learn the fundamentals of Minecraft Forge and other tools, such as Eclipse Start out by building and testing a simple chat message mod Build cool mods that make things explode on contact, and help entities jump higher and climb walls Introduce new Minecraft content, including commands, blocks, items, and recipes and textures Work with Java fundamentals such as classes, methods, annotations, control structures, and arrays Learn techniques for creating your own mods This guide is based on workshops the authors deliver to kids around the world.
Publisher: "O'Reilly Media, Inc."
ISBN: 1491918845
Category : Computers
Languages : en
Pages : 203
Book Description
Playing Minecraft is a lot of fun, but the game is more engaging, entertaining, and educational when kids learn how to build mods—small programs that let them modify game elements and add content. This family-friendly guide teaches kids and parents how to create mods of different types, using the Minecraft Forge modding tool. No programming experience is needed. You’ll not only build some amazing mods with the book’s easy-to-follow instructions, but you’ll also learn how to work with Java, the same programming language that Minecraft uses. Why wait? Get started with computer programming and be more creative with Minecraft while you’re at it! This book will help you: Learn the fundamentals of Minecraft Forge and other tools, such as Eclipse Start out by building and testing a simple chat message mod Build cool mods that make things explode on contact, and help entities jump higher and climb walls Introduce new Minecraft content, including commands, blocks, items, and recipes and textures Work with Java fundamentals such as classes, methods, annotations, control structures, and arrays Learn techniques for creating your own mods This guide is based on workshops the authors deliver to kids around the world.
From Video Games to Real Life
Author: Mary L. Gazdik
Publisher: Bloomsbury Publishing USA
ISBN: 1440843791
Category : Language Arts & Disciplines
Languages : en
Pages : 129
Book Description
This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities. By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.
Publisher: Bloomsbury Publishing USA
ISBN: 1440843791
Category : Language Arts & Disciplines
Languages : en
Pages : 129
Book Description
This guide shows youth librarians how to use the appeal of Minecraft—a game that many young learners are intensely passionate about—to create engaging library programs that encourage creativity and build STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning through library programs. Minecraft is more than "just a video game"; it's a powerful tool that librarians and other educators can use to engage students and spark legitimate learning experiences. This book shows you how to use Minecraft as a vehicle to promote learning and creativity, supplying specific, easy-to-replicate programs, ideas, and instructions for hands-on activities. By connecting the game to the maker movement and building off the game's popularity, you'll be able to use Minecraft to promote STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning. The book ties Minecraft to maker activities, learning in the library, three-dimensional printing, literary activities, crafting, and more. The activities in this book will also enable you to help children ages 8–14 to expand their key 21st-century skills, such as collaboration, trial and error, and discovery.
Coders
Author: Clive Thompson
Publisher: Penguin
ISBN: 0735220581
Category : Technology & Engineering
Languages : en
Pages : 450
Book Description
Facebook's algorithms shaping the news. Self-driving cars roaming the streets. Revolution on Twitter and romance on Tinder. We live in a world constructed of code--and coders are the ones who built it for us. Programmers shape our everyday behavior: When they make something easy to do, we do more of it. When they make it hard or impossible, we do less of it. From acclaimed tech writer Clive Thompson comes a brilliant anthropological reckoning with the most powerful tribe in the world today, computer programmers, in a book that interrogates who they are, how they think, what qualifies as greatness in their world, and what should give us pause. In pop culture and media, the people who create the code that rules our world are regularly portrayed in hackneyed, simplified terms, as ciphers in hoodies. Thompson goes far deeper, taking us close to some of the great programmers of our time, including the creators of Facebook's News Feed, Instagram, Google's cutting-edge AI, and more. Speaking to everyone from revered "10X" elites to neophytes, back-end engineers and front-end designers, Thompson explores the distinctive psychology of this vocation--which combines a love of logic, an obsession with efficiency, the joy of puzzle-solving, and a superhuman tolerance for mind-bending frustration. Along the way, Coders ponders the morality and politics of code, including its implications for civic life and the economy and the major controversies of our era. In accessible, erudite prose, Thompson unpacks the surprising history of the field, beginning with the first coders -- brilliant and pioneering women, who, despite crafting some of the earliest personal computers and programming languages, were later written out of history. At the same time, the book deftly illustrates how programming has become a marvelous new art form--a source of delight and creativity, not merely danger. To get as close to his subject as possible, Thompson picks up the thread of his own long-abandoned coding skills as he reckons, in his signature, highly personal style, with what superb programming looks like. To understand the world today, we need to understand code and its consequences. With Coders, Thompson gives a definitive look into the heart of the machine.
Publisher: Penguin
ISBN: 0735220581
Category : Technology & Engineering
Languages : en
Pages : 450
Book Description
Facebook's algorithms shaping the news. Self-driving cars roaming the streets. Revolution on Twitter and romance on Tinder. We live in a world constructed of code--and coders are the ones who built it for us. Programmers shape our everyday behavior: When they make something easy to do, we do more of it. When they make it hard or impossible, we do less of it. From acclaimed tech writer Clive Thompson comes a brilliant anthropological reckoning with the most powerful tribe in the world today, computer programmers, in a book that interrogates who they are, how they think, what qualifies as greatness in their world, and what should give us pause. In pop culture and media, the people who create the code that rules our world are regularly portrayed in hackneyed, simplified terms, as ciphers in hoodies. Thompson goes far deeper, taking us close to some of the great programmers of our time, including the creators of Facebook's News Feed, Instagram, Google's cutting-edge AI, and more. Speaking to everyone from revered "10X" elites to neophytes, back-end engineers and front-end designers, Thompson explores the distinctive psychology of this vocation--which combines a love of logic, an obsession with efficiency, the joy of puzzle-solving, and a superhuman tolerance for mind-bending frustration. Along the way, Coders ponders the morality and politics of code, including its implications for civic life and the economy and the major controversies of our era. In accessible, erudite prose, Thompson unpacks the surprising history of the field, beginning with the first coders -- brilliant and pioneering women, who, despite crafting some of the earliest personal computers and programming languages, were later written out of history. At the same time, the book deftly illustrates how programming has become a marvelous new art form--a source of delight and creativity, not merely danger. To get as close to his subject as possible, Thompson picks up the thread of his own long-abandoned coding skills as he reckons, in his signature, highly personal style, with what superb programming looks like. To understand the world today, we need to understand code and its consequences. With Coders, Thompson gives a definitive look into the heart of the machine.
Revisiting Imaginary Worlds
Author: Mark Wolf
Publisher: Taylor & Francis
ISBN: 1317375947
Category : Social Science
Languages : en
Pages : 406
Book Description
The concept of world and the practice of world creation have been with us since antiquity, but they are now achieving unequalled prominence. In this timely anthology of subcreation studies, an international roster of contributors come together to examine the rise and structure of worlds, the practice of world-building, and the audience's reception of imaginary worlds. Including essays written by world-builders A.K. Dewdney and Alex McDowell and offering critical analyses of popular worlds such as those of Oz, The Lord of the Rings, Star Trek, Star Wars, Battlestar Galactica, and Minecraft, Revisiting Imaginary Worlds provides readers with a broad and interdisciplinary overview of the issues and concepts involved in imaginary worlds across media platforms.
Publisher: Taylor & Francis
ISBN: 1317375947
Category : Social Science
Languages : en
Pages : 406
Book Description
The concept of world and the practice of world creation have been with us since antiquity, but they are now achieving unequalled prominence. In this timely anthology of subcreation studies, an international roster of contributors come together to examine the rise and structure of worlds, the practice of world-building, and the audience's reception of imaginary worlds. Including essays written by world-builders A.K. Dewdney and Alex McDowell and offering critical analyses of popular worlds such as those of Oz, The Lord of the Rings, Star Trek, Star Wars, Battlestar Galactica, and Minecraft, Revisiting Imaginary Worlds provides readers with a broad and interdisciplinary overview of the issues and concepts involved in imaginary worlds across media platforms.