Positively Pokémon

Positively Pokémon

Author: Evie Daye

Publisher: Abrams Books for Young Readers

Published: 2021-04-06

Total Pages: 24

ISBN-13: 9781419752063

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An interactive gift book that transforms into an exciting scene featuring your favorite Pokémon Are you as positive as Pikachu? As brave as Bulbasaur? As curious as Charmander? As sweet as Squirtle? The world of Pokémon comes to life with this fun, interactive book. Each spread includes a simple inspirational message, an informational sidebar, and an adorable Pokémon that readers can move and fold up. When you take the book jacket off and pop up the characters on each page, you can display a fun and lively scene of your favorite Pokémon. Cute and collectible, this is the perfect gift for Pokémon fans of all ages!


Pikachu's Global Adventure

Pikachu's Global Adventure

Author: Joseph Tobin

Publisher: Duke University Press

Published: 2004-02-05

Total Pages: 318

ISBN-13: 9780822332879

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DIVPokemon in a transnational and multidisciplinary perspective./div


Augmented Reality Games I

Augmented Reality Games I

Author: Vladimir Geroimenko

Publisher: Springer

Published: 2019-05-10

Total Pages: 254

ISBN-13: 3030156168

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This is the first of two comprehensive volumes that provide a thorough and multi-faceted research into the emerging field of augmented reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by a team of 70 leading researchers, practitioners and artists from 20 countries. In Volume I, the phenomenon of the Pokémon GO game is analysed in theoretical, cultural and conceptual contexts, with emphasis on its nature and the educational use of the game in children and adolescents. Game transfer phenomena, motives for playing Pokémon GO, players’ experiences and memorable moments, social interaction, long-term engagement, health implications and many other issues raised by the Pokémon GO game are systematically examined and discussed. Augmented Reality Games I is essential reading not only for researchers, practitioners, game developers and artists, but also for students (graduates and undergraduates) and all those interested in the rapidly developing area of augmented reality games.


Pokemon Fever

Pokemon Fever

Author: Hank Schlesinger

Publisher: St. Martin's Paperbacks

Published: 2016-03-15

Total Pages: 256

ISBN-13: 1250115884

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You thought you knew everything there was to know about the world's favorite game of Pocket Monsters, right? Think again! Because in your very hands is the ULTIMATE Pokemon guide, jam-packed with more fun facts and cool information than you ever thought possible! Now, expert gaming author Hank Schlesinger brings you very the latest on: --Everything you ever wanted to know about the Yellow, Red and Blue versions of Pokemon --Pokemon trading cards, the Pokemon TV show, and the new Pokemon movie --Hints, tips, tricks, winning combinations and super trading advice from kids just like you, who have become Pokemon masters --All the newest Pokemon offshoots, including Pokemon Snap, Super Smash Bros., Pokemon Pinball, and more --Listings of hundreds of awesome Pokemon websites --Plus: tons of cool info, hilarious jokes, fabulous lists (including "How to Tell If You're a Pokemon Fanatic"), interesting Poke trivia, and much more! Special bonus! Exclusive profile of the actor who plays the voice of James, Brock, and many other of your favorite Pokemon on the "Pokemon" animated series! Pokemon Fever has not been authorized or endorsed by Nintendo or anyone else involved in the creation, manufacture or distribution of Pokemon games, the preparation or broadcast of the "Pokemon" television show, or the creation or production of the Pokemon movie.


The Pokemon Go Phenomenon

The Pokemon Go Phenomenon

Author: Jamie Henthorn

Publisher: McFarland

Published: 2019-05-06

Total Pages: 236

ISBN-13: 1476674132

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Pokemon Go is not just play--the game has had an impact on public spaces, social circles and technology, suggesting new ways of experiencing our world. This collection of new essays explores what Pokemon Go can tell us about how and why we play. Covering a range of topics from mobile hardware and classroom applications to social conflict and urban planning, the contributors approach Pokemon Go from both practical and theoretical angles, anticipating the impact play will have on our digitally augmented world.


Hybrid Play

Hybrid Play

Author: Adriana de Souza e Silva

Publisher: Routledge

Published: 2020-02-26

Total Pages: 264

ISBN-13: 1000042359

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This book explores hybrid play as a site of interdisciplinary activity—one that is capable of generating new forms of mobility, communication, subjects, and artistic expression as well as new ways of interacting with and understanding the world. The chapters in this collection explore hybrid making, hybrid subjects, and hybrid spaces, generating interesting conversations about the past, current and future nature of hybrid play. Together, the authors offer important insights into how place and space are co-constructed through play; how, when, and for what reasons people occupy hybrid spaces; and how cultural practices shape elements of play and vice versa. A diverse group of scholars and practitioners provides a rich interdisciplinary perspective, which will be of great interest to those working in the areas of games studies, media studies, communication, gender studies, and media arts.


Integrating Multiple Literacies in K-8 Classrooms

Integrating Multiple Literacies in K-8 Classrooms

Author: Janet C. Richards

Publisher: Routledge

Published: 2003-05-14

Total Pages: 389

ISBN-13: 1135644640

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This text gives prospective and practicing teachers a comprehensive understanding of how to teach multiple literacies in elementary arid middle school classrooms. All of the Iiteracies—dance, music, visual arts, popular culture, media, and computer technologies—are integrated with reading and writing. Balanced treatment is given to theoretical perspectives and practical applications. The text also features authentic cases written by preservice teachers, and commentaries on the cases from practitioners and university professors. The cases are designed to prepare future teachers for the PRAXIS teacher certifying exam and others offered in many states. Three theoretical chapters support the practical applications: Chapter 1 addresses the benefits of writing and analyzing cases and the specific attributes of exemplary teaching cases, and offers guidelines for teachers to author their own case narratives and questions for analyzing and discussing case issues with peers; Chapter 2 discusses the role of electronic symbol making and multiple sign systems in children’s literacy and how children use symbols to receive and express meaning; Chapter 3 offers a theoretical framework that helps define and enable teachers to use the new literacies of Internet technology, and provides a strong rationale for expanding traditional definitions of literacy.


Integrating Multiple Literacies in K-8 Classrooms

Integrating Multiple Literacies in K-8 Classrooms

Author: Janet C. Richards

Publisher: Routledge

Published: 2003-05-14

Total Pages: 315

ISBN-13: 1135644659

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This book focuses on preservice teachers' experiences in trying to implement a multiple-ways-of knowing curriculum. It aims to integrate multiple literacies in K-8 classrooms by weaving music, dance, visual arts, popular culture media, and computer technology with reading and writing lessons.


Attitudes and Opinions

Attitudes and Opinions

Author: Stuart Oskamp

Publisher: Psychology Press

Published: 2005-01-15

Total Pages: 593

ISBN-13: 1135618607

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Notable advances resulting from new research findings, measurement approaches, widespread uses of the Internet, and increasingly sophisticated approaches to sampling and polling, have stimulated a new generation of attitude scholars. This extensively revised edition captures this excitement, while remaining grounded in scholarly research. Attitudes and Opinions, 3/e maintains one of the main goals of the original edition--breadth of coverage. The book thoroughly reviews both implicit and explicit measures of attitudes, the structure and function of attitudes, the nature of public opinion and polling, attitude formation, communication of attitudes and opinions, and the relationship between attitudes and behaviors, as well as theories and research on attitude change. Over 2,000 references support the book's scientific integrity. The authors' second goal is to demonstrate the relevance of the topic to people's lives. Subsequently, the second part of the book examines many of the topics and research findings that are salient in the world today--political and international attitudes (including terrorism), voting behavior, racism and prejudice, sexism and gender roles, and environmental attitudes. This thoroughly revised new edition features: *an entirely new chapter on implicit measures attitudes; *a new chapter on environmental attitudes; *updated opinion poll data throughout the book; *additional material on time trends in attitudes about many issues; and *expanded, updated sections on international attitudes reflecting the events of 9/11 and the subsequent invasions of Afghanistan and Iraq. Attitudes and Opinions' broad and interdisciplinary perspective makes this an ideal text in courses on attitudes, public opinion, survey research, or persuasion, taught in a variety of departments including psychology, communication, marketing, sociology, and political science.


Mixed Reality and Games

Mixed Reality and Games

Author: Emir Bektic

Publisher: transcript Verlag

Published: 2020-10-31

Total Pages: 297

ISBN-13: 3839453291

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Videogames allow us to immerse ourselves in worlds that are reflective of cultural phenomena. At the same time, games are in the process of occupying and utilising the real world as a part of the game. The book provides a combination of theoretical and practical approaches to mixed reality through the lenses of game studies and pedagogy. These novel approaches invite the reader to rethink their conceptions of games and mixed reality. They are complemented with classical analyses of games and applications in educational contexts. In uniting theory and hands-on approaches, the book provides a broad spectrum that facilitates and inspires interdisciplinary thinking and work.