Thinking Games to Play with Your Child
Author: Cheryl Gerson Tuttle
Publisher: McGraw-Hill Companies
Published: 1997
Total Pages: 184
ISBN-13:
DOWNLOAD EBOOKEasy ways todevelop creative and critical thinking skills.
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Author: Cheryl Gerson Tuttle
Publisher: McGraw-Hill Companies
Published: 1997
Total Pages: 184
ISBN-13:
DOWNLOAD EBOOKEasy ways todevelop creative and critical thinking skills.
Author: Kelley Dos Santos Kremer
Publisher: Lorenz Educational Press
Published: 2011-09-01
Total Pages: 92
ISBN-13: 078778706X
DOWNLOAD EBOOKResearch supports the premise that students learn most quickly when they are provided instruction that requires a variety of creative and critical thinking skills, study techniques and metacognitive strategies. Each quick, little- or no-prep activity in Thinking Games and Activities utilizes these skills and strategies. The critical thinking games and activities can be used as individual assignments or as class tasks, or they can be used as competitions between groups to reinforce skills or concepts. They can also be used whenever you have spare time available during the school day?a few extra minutes at the end of class, traveling on the bus or waiting for an assembly to begin. You will find that once you have introduced these games to your students, they will ask to play them again and again! Reproducible worksheets are included.
Author: Daria Bylieva
Publisher: Springer Nature
Published: 2023-12-19
Total Pages: 420
ISBN-13: 3031480163
DOWNLOAD EBOOKThis book reflects the various dimensions of play. It gathers together experience with role-play, tabletop, and online games and develops and assesses tools. It also reflects the human condition in this world of games as it becomes a digital world. We are living in a World of Games where every game is a world through which we learn about the world. A World of Games is fun and engaging, but it also provides deceptive pleasures. What may seem like fun is far from harmless. And then there are the many ways of learning in the mode of play.
Author: David Seelow
Publisher: CRC Press
Published: 2022-12-21
Total Pages: 299
ISBN-13: 1000818942
DOWNLOAD EBOOKAll games are potentially transformative experiences because they engage the player in dynamic action. When repurposed in an educational context, even highly popular casual games played online to pass the time can engage players in a way that deepens learning. Games as Transformative Experiences for Critical Thinking, Cultural Awareness, and Deep Learning: Strategies & Resources examines the learning value of a wide variety of games across multiple disciplines. Organized just like a well-made game, the book is divided into four parts highlighting classroom experiences, community and culture, virtual learning, and interdisciplinary instruction. The author crosses between the high school and college classroom and addresses a range of disciplines, both online and classroom practice, the design of curriculum, and the transformation of assessment practices. In addition to a wealth of practical exercises, resources, and lesson ideas, the book explains how to use a wide and diverse range of games from casual to massively multiplayer online games for self-improvement as well as classroom situations.
Author: Dr. Ashok Banerji
Publisher: Ashok Banerji
Published: 2023-04-14
Total Pages: 117
ISBN-13:
DOWNLOAD EBOOKThe first book to teach coding to kids. It is to be used before starting programming in Scratch and using drag-and-drop block programming Many parents want to teach their children about coding but often do not know where to begin or what to cover. The idea for this book evolved to precisely address this need. It is meant for kids and anyone who wants to learn the basics of computer programming and Computational Thinking. Welcome to the world of Computational Thinking for young learners. The book covers foundational problem-solving concepts through simple games, taking young students on a journey of thinking, planning, and solving problems. This book aims to aid this process, promoting creativity and innovation. The importance of teaching coding from the early school years is recognized by many countries. It is now mandatory under the new education policy of Govt. of India. Blockly Games have been adopted in this book as an enjoyable way to introduce computational thinking and programming concepts. The book follows a graded pedagogy with guided discovery (Chapters 1 to 14), semi-guided lessons (Chapters 15 to 16), and open-ended exploration (Chapters 17 to 20). Printed versions: Full colour (ISBN: 9798890260475) and b/w version (ISBN: 9798890261038). Available from Amazon, Flipkart and Notion Press - https://notionpress.com/read/computational-thinking-with-blockly-games. Ebook: https://books.google.co.in/books?id=AMO5EAAAQBAJ&newbks=0&hl=en&source=newbks_fb&redir_esc=y Some reviews: 'Computational Thinking with Blocky Games' by Ashok Banerji PhD is a timely work to build the digital skills of children and prepare them for a future that is volatile, uncertain, complex and ambiguous. Using the open-source software developed by Google, Dr Banerji provides a 20-day package for teachers to introduce systematic and logical thinking using blocks and a gaming environment most suitable to children. This book will go a long way in popularising computational thinking in schools. Sanjaya Mishra PhD, Director, Commonwealth of Learning, British Columbia, Canada “All books are not for children but for every child, there is a book, and this book is a wonderful gift that has been designed especially for young students to master the art of Computational Thinking. In fact, the book is for every age to learn essential 21st-century skills.” Bratati Bhattacharyya, Secretary General and CEO, Shikshayatan Foundation “Written as a step-by-step guide in simple language, this book will help children to learn coding through gameplay.” Dr A.M. Ghosh, Rtd. Prof. and HOD Computer Science, BESU, Shibpur “Loved the book. It helped me to learn the basics of coding,” Daiwik Bhattacharjee, Std. 6 Bombay Scottish School "I recently had the opportunity to read your book and I must say, it's an outstanding resource for parents and young learners alike. Your book beautifully addresses a common challenge faced by parents who want to introduce coding to their children but often need help knowing where to begin or what concepts to cover. Your focus on Computational Thinking as a foundational element is both innovative and essential, as it forms the bedrock of crucial problem-solving skills in today's digital age. I was particularly impressed with how you designed the book, taking young students on a journey of thinking, planning, and problem-solving through simple games. This approach makes learning enjoyable for children and ensures they build a solid understanding of the subject matter. Your emphasis on promoting creativity and innovation complements the learning process, encouraging students to think outside the box and develop unique solutions. The decision to incorporate Blockly Games in the book was brilliant. It provides an interactive and engaging way to introduce computational thinking and programming concepts, making it easier for young learners to grasp the material. The graded pedagogy with guided discovery is a thoughtful addition, allowing students to progress at their own pace while offering proper guidance throughout their learning journey. It is a comprehensive and well-crafted guide that will undoubtedly benefit many young learners and their parents. It will equip them with the necessary skills and mindset to excel in an increasingly technology-driven world. Your dedication to empowering young minds through education is evident throughout the book, and I have no doubt that it will positively impact the lives of those who read it. Thank you for creating such a valuable resource. Your book will undoubtedly inspire many to explore the fascinating world of coding and Computational Thinking." Rahid Alekberli MIEEE, MACM, Technology Business Leader, Advisor ADA University, Azerbaijan
Author: Allison Bartl
Publisher: Hunter House
Published: 2008
Total Pages: 146
ISBN-13: 0897934970
DOWNLOAD EBOOKDesigned for students ages 6 to 10, the quick-thinking games in this book will help engage students and bring fun into the classroom. The activities teach important learning concepts and promote active learning while enhancing concentration.
Author: Peter William Mcowan
Publisher: World Scientific Publishing Company
Published: 2017-01-17
Total Pages: 233
ISBN-13: 1786341867
DOWNLOAD EBOOKFrom the team behind Computer Science for Fun (cs4fn), The Power of Computational Thinking shows that learning to think can be fascinating fun.Yes, and this book shows you how.Computational thinking has changed the way we all live, work and play. It has changed the way science is done too; won wars, created whole new industries and saved lives. It is at the heart of computer programming and is a powerful approach to problem solving, with or without computers. It is so important that many countries now require that primary school children learn the skills.Professors Paul Curzon and Peter McOwan of Queen Mary University of London have written a unique and enjoyable introduction. They describe the elements of computational thinking — such as algorithmic thinking, decomposition, abstraction and pattern matching — in an entertaining and accessible way, using magic tricks, games and puzzles, as well as through real and challenging problems that computer scientists work on.This book gives you a head start in learning the skills needed for coding, and will improve your real life problem solving skills. It will help you design and evaluate new technologies, as well as understand both your own brain and the digital world in a deeper way.
Author: David S. Heineman
Publisher: Indiana University Press
Published: 2015-08-03
Total Pages: 269
ISBN-13: 0253017181
DOWNLOAD EBOOKThe growth in popularity and complexity of video games has spurred new interest in how games are developed and in the research and technology behind them. David Heineman brings together some of the most iconic, influential, and interesting voices from across the gaming industry and asks them to weigh in on the past, present, and future of video games. Among them are legendary game designers Nolan Bushnell (Pong) and Eugene Jarvis (Defender), who talk about their history of innovations from the earliest days of the video game industry through to the present; contemporary trailblazers Kellee Santiago (Journey) and Casey Hudson (Mass Effect), who discuss contemporary relationships between those who create games and those who play them; and scholars Ian Bogost (How to Do Things With Videogames) and Edward Castronova (Exodus to the Virtual World), who discuss how to research and write about games in ways that engage a range of audiences. These experts and others offer fascinating perspectives on video games, game studies, gaming culture, and the game industry more broadly.
Author: Peter Lehman
Publisher: John Wiley & Sons
Published: 2018-10-01
Total Pages: 1006
ISBN-13: 1118337557
DOWNLOAD EBOOKA complete introduction to analyzing and enjoying a wide variety of movies, for film students and movie lovers alike Thinking About Movies: Watching, Questioning, Enjoying, Fourth Edition is a thorough overview of movie analysis designed to enlighten both students and enthusiasts, and heighten their enjoyment of films. Readers will delve into the process of thinking about movies critically and analytically, and find how doing so can greatly enhance the pleasure of watching movies. Divided roughly into two parts, the book addresses film studies within the context of the dynamics of cinema, before moving on to a broader analysis of the relationship of films to the larger social, cultural, and industrial issues informing them. This updated fourth edition includes an entirely new section devoted to a complete analysis of the film adaptation of The Girl with the Dragon Tattoo, along with many in-depth discussions of important films such as Citizen Kane and Silence of the Lambs. The chapter on television integrates a major expansion distinguishing between television in the digital era of the convergence of the entertainment and technology industries in comparison to the era of broadcast analogue television. The final chapter places film within the current context of digital culture, globalization, and the powerful rise of China in film production and exhibition. The authors clearly present various methodologies for analyzing movies and illustrate them with detailed examples and images from a wide range of films from cult classics to big-budget, award-winning movies. This helps viewers see new things in movies and also better understand and explain why they like some better than others. Thinking About Movies: Watching, Questioning, Enjoying, Fourth Edition is ideal for film students immersed in the study of this important, contemporary medium and art form as well as students and readers who have never taken a class on cinema before.