Game for a Game? (eBook)

Game for a Game? (eBook)

Author: Robynne Eagan

Publisher: Lorenz Educational Press

Published: 1995-03-01

Total Pages: 146

ISBN-13: 078778429X

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Are you looking for exciting games to play anywhere, anytime, with little or no equipment or preparation? Do you need an old game, a new game, an active or a quiet game? With some kids, chalk, a jump rope, marbles, jacks, a ball and a bag of rubber bands, the fun in this book is yours! Game for a Game? shares the special secrets, folklore, lingo, hand signs, rhymes and rules of all sorts of games from the school yard to street, from the playroom to classroom. If you want to know games inside and out and take part in the natural learning that occurs with participation, then just ask yourself one simple question: Are you game for a game?!


Math Games: Getting to the Core of Conceptual Understanding ebook

Math Games: Getting to the Core of Conceptual Understanding ebook

Author: Ted H. Hull

Publisher: Teacher Created Materials

Published: 2013-04-01

Total Pages: 322

ISBN-13: 1425896936

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Focus on the teaching and learning of mathematics through the use of games. Based on current research and correlated to College and Career Readiness and other state standards, this resource provides both teachers and students with rich opportunities to engage in the Standards for Mathematical Practice. Each concept-building game supports students' learning and understanding concepts. Games are provided in the following categories: Counting and Cardinality; Operations and Algebraic Thinking; Expressions and Equations; Functions; Numbers and Operations in Base Ten; Numbers and Operations--Fractions; The Number System; Ratio and Proportional Relationships; Measurement and Data; Geometry; and Statistics and Probability.


Language Games Galore: Parts of Speech and Language Mechanics, Gr. 3, eBook

Language Games Galore: Parts of Speech and Language Mechanics, Gr. 3, eBook

Author: Stephen J. Davis

Publisher: Creative Teaching Press

Published: 2010-08-20

Total Pages: 55

ISBN-13: 1616011742

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Quick to prepare and easy to learn, the games in this resource make learning parts of speech and language mechanics fun. This book comes with full-color, ready-to-use card stock game pieces for 10 standards-based games. Every game plays by an identical set of rules and has a corresponding reproducible activity page that reinforces the concepts featured in the game. Games include answer keys to facilitate independent use by students.


Calling the Game

Calling the Game

Author: Stuart Shea

Publisher: SABR, Inc.

Published: 2015-05-07

Total Pages: 411

ISBN-13: 1933599413

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Calling the Game: Baseball Broadcasting from 1920 to the Present is an exhaustive, meticulously researched history of bringing the national pastime out of the ballparks and into living rooms via the airwaves. Every play-by-play announcer, color commentator, and ex-ballplayer who has presented a Major League Baseball game to the public is included here. So is every broadcast deal, radio station, and TV network. In addition to chapters for each of the game's thirty franchises, a history of national broadcasting and a look at some of the game's most memorable national broadcast moments are included, as are a foreword by "Voice of the Chicago Cubs" Pat Hughes, and an afterword by Jacques Doucet, the "Voice of the Montreal Expos, 1972-2004." Each team chapter presents a chronological look from how and when the team began broadcasting (since all of the original sixteen major-league franchises predate radio) through the 2014 season. Author Stuart Shea details the history and strategies that shaped each club's broadcast crews, including the highlights and scandals, the hirings and firings, the sponsorships and corporate maneuverings. From the leap to Brooklyn from the radio booth of the Atlanta Crackers by young Ernie Harwell, to the dismissal of Mel Allen by the Yankees, from the tutelage of the now-legendary Vin Scully under the wing of the already legendary Red Barber, to the ascendance of the great Jack Buck to the number one chair in St. Louis upon the ouster of Harry Caray, the stories of the personalities who connect us to the game are all here. Calling the Game is a groundbreaking and illuminating look at the people and the story behind the soundtrack of summer for millions of baseball fans.


Game Development Using Python

Game Development Using Python

Author: James R. Parker

Publisher: Mercury Learning and Information

Published: 2021-01-13

Total Pages: 403

ISBN-13: 1683926250

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This book will guide you through the basic game development process using Python, covering game topics including graphics, sound, artificial intelligence, animation, game engines, etc. Real games are created as you work through the text and significant parts of a game engine are built and made available for download. New chapters on card games and a side-scroller. The companion files contain all of the resources described in the book, e.g., example code, game assets, video/sound editing software, and color figures. Instructor resources are available for use as a textbook. FEATURES: Teaches basic game development concepts using Python including graphics, sound, artificial intelligence, animation, game engines, collision detection, Web-based games, and more Includes code samples using Pygame Features new chapters on card games (Ch.11) and building a side-scrolling game (Ch.12) Includes a companion disc with example code, games assets, and color figures The companion files and instructor resources are available online by emailing the publisher with proof of purchase at [email protected].


Material Game Studies

Material Game Studies

Author: Chloe Germaine

Publisher: Bloomsbury Publishing

Published: 2022-11-03

Total Pages: 265

ISBN-13: 1350202746

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This is the first volume to apply insights from the material turn in philosophy to the study of play and games. At a time of renewed interest in analogue gaming, as scholars are looking beyond the digital and virtual for the first time since the inception of game studies in the 1990s, Material Game Studies not only supports the importance of the (re)turn to the analogue, but proposes a materiality of play more broadly. Recognizing the entanglement of physical materiality with cultural meaning, the authors in this volume apply a range of theoretical approaches, from material eco-criticism to animal studies, to examine games and play as existing within worlds of matter. Different chapters focus on the material properties of board, card and role-playing games, how they are designed and made, how they are touched and played with, and how they connect with other human and nonhuman things. Bringing together international scholars, Material Game Studies defines a new field of material game studies and demonstrates how it is a valuable addition to wider debates about the material turn and the place of embodied humans in a material world.


Proceedings of the 17th European Conference on Game-Based Learning

Proceedings of the 17th European Conference on Game-Based Learning

Author: Ton Spil

Publisher: Academic Conferences and publishing limited

Published: 2023-10-05

Total Pages: 950

ISBN-13: 1914587898

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These proceedings represent the work of contributors to the 24th European Conference on Knowledge Management (ECKM 2023), hosted by Iscte – Instituto Universitário de Lisboa, Portugal on 7-8 September 2023. The Conference Chair is Prof Florinda Matos, and the Programme Chair is Prof Álvaro Rosa, both from Iscte Business School, Iscte – Instituto Universitário de Lisboa, Portugal. ECKM is now a well-established event on the academic research calendar and now in its 24th year the key aim remains the opportunity for participants to share ideas and meet the people who hold them. The scope of papers will ensure an interesting two days. The subjects covered illustrate the wide range of topics that fall into this important and ever-growing area of research. The opening keynote presentation is given by Professor Leif Edvinsson, on the topic of Intellectual Capital as a Missed Value. The second day of the conference will open with an address by Professor Noboru Konno from Tama Graduate School and Keio University, Japan who will talk about Society 5.0, Knowledge and Conceptual Capability, and Professor Jay Liebowitz, who will talk about Digital Transformation for the University of the Future. With an initial submission of 350 abstracts, after the double blind, peer review process there are 184 Academic research papers, 11 PhD research papers, 1 Masters Research paper, 4 Non-Academic papers and 11 work-in-progress papers published in these Conference Proceedings. These papers represent research from Australia, Austria, Brazil, Bulgaria, Canada, Chile, China, Colombia, Cyprus, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, India, Iran, Iraq, Ireland, Israel, Italy, Japan, Jordan, Kazakhstan, Kuwait, Latvia, Lithuania, Malaysia, México, Morocco, Netherlands, Norway, Palestine, Peru, Philippines, Poland, Portugal, Romania, South Africa, Spain, Sweden, Switzerland, Taiwan, Thailand, Tunisia, UK, United Arab Emirates and the USA.


Do Not Eat the Game!

Do Not Eat the Game!

Author: Matthew McElligott

Publisher: Crown Books for Young Readers

Published: 2020-05-19

Total Pages: 21

ISBN-13: 1524767255

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Learning to play by the rules has never been so much fun! This picture book told through a game board is the perfect read-along for family game nights. To play this game, you will need a friend--but what if your friend is a monster? With each player's next turn, the competition is fierce, and the action spills off the game board. Learning how to play well with others--taking turns, playing fair, and being a good loser--has never been so fun or inventive. Win or lose, Do Not Eat the Game! will inspire readers to unplug and enjoy doing something fun together.


The Digital Role-Playing Game and Technical Communication

The Digital Role-Playing Game and Technical Communication

Author: Daniel Reardon

Publisher: Bloomsbury Publishing USA

Published: 2021-04-22

Total Pages: 344

ISBN-13: 1501352563

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With annual gross sales surpassing 100 billion U.S. dollars each of the last two years, the digital games industry may one day challenge theatrical-release movies as the highest-grossing entertainment media in the world. In their examination of the tremendous cultural influence of digital games, Daniel Reardon and David Wright analyze three companies that have shaped the industry: Bethesda, located in Rockville, Maryland; BioWare in Edmonton, Alberta, and CD Projekt Red in Warsaw, Poland. Each company has used social media and technical content in the games to promote players' belief that players control the companies' game narratives. The result has been at times explosive, as empowered players often attempted to co-op the creative processes of games through discussion board forum demands, fund-raising campaigns to persuade companies to change or add game content, and modifications (“modding”) of the games through fan-created downloads. The result has changed the way we understand the interactive nature of digital games and the power of fan culture to shape those games.