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Game logic : level up and create your own games with science activities for kids / by Smibert, Angie,author.(CARDINAL)501410; Chandhok, Lena,1987-illustrator.(CARDINAL)620349;
Includes bibliographical references (pages 118-120) and index.Timeline -- What is a game? -- Even Pharaohs loved board games -- Modern game changers -- Your brain on games -- Game design -- Game development and beyond -- The future of games.This book takes kids on a journey to discover the history of games, and then leads them from their initial idea for a new game through several iterations of a game all the way to playing the final version of a game they created. Explore the processes of both playing and creating games while developing critical and creative thinking skills that apply to tasks and concepts across academic fields. -- adapted from back cover.Ages 9-12.910LGuided reading level: Z+
Subjects: Instructional and educational works.; Board games; Games and technology; Games;
Available copies: 2 / Total copies: 4
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Digital nation [videorecording] / by Goodman, Rachel Dretzin.; Rushkoff, Douglas.(CARDINAL)203354; Fedde, R. A.; Shinn, Sam.; McCarthy, Stephen.; Ark Media (Firm); PBS Video.(CARDINAL)159566; WGBH Educational Foundation.(CARDINAL)132712;
1. Distracted by everything -- 2. What's it doing to their brains? -- 3. South Korea's gaming craze -- 4. Teaching with technology -- 5. The dumbest generation? -- 6. Relationships -- 7. Virtual worlds -- 8. Can virtual experiences change us? -- 9. Where are we headed?Directors of photography, Sam Shinn, Stephen McCarthy ; edited by R. A. Fedde ; music, Joel Goodman.Correspondents, Douglas Rushkoff, Rachel Dretzin."Within a single generation, digital media and the World Wide Web have transformed virtually every aspect of modern culture, from the way we learn and work to the ways in which we socialize and even conduct war. But is the technology moving faster than we can adapt to it? And is our 24/7 wired world causing us to lose as much as we've gained? In Digital Nation: Life on the Virtual Frontier, FRONTLINE presents an in-depth exploration of what it means to be human in a 21st-century digital world"--Frontline website.MPAA rating: Not rated.DVD, NTSC; widescreen.
Subjects: Documentary television programs.; Video recordings for the hearing impaired.; Mass media and children.; Computers and children.; Technology and children.; Internet and children.; Video games and children.; Child development.; Internet addiction.;
Available copies: 1 / Total copies: 1
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Gaming technology : blurring real and virtual worlds / by Rotolo, Anthony J.,author.(CARDINAL)804720;
Includes bibliographical references and index.Electric experiences -- Wide-open worlds -- Mobile millennium -- Reshaping reality."Gaming Technology: Blurring Real and Virtual Worlds examines the history of gaming technology, explores how today's cutting-edge games work, and discusses the future advances of technology"--Grade 9 to 12.
Subjects: Fantasy games; Games and technology; Video games; Virtual reality;
Available copies: 2 / Total copies: 2
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Playing with reality : how games have shaped our world / by Clancy, Kelly(Neuroscientist),author.(CARDINAL)897037;
Includes bibliographical references (pages 309-347) and index.A wide-ranging intellectual history that reveals how important games have been to human progress, and what's at stake when we forget what games we're really playing. We play games to learn about the world, to understand our minds and the minds of others, and to make predictions about the future. Games are an essential aspect of humanity and a powerful tool for modeling reality. They're also a lot of fun. But games can be dangerous, especially when we mistake the model worlds of games for reality itself and let gamification co-opt human decision making. Playing with Reality explores the riveting history of games since the Enlightenment, weaving an unexpected path through military theory, political science, evolutionary biology, the development of computers and AI, cutting-edge neuroscience, and cognitive psychology. Neuroscientist and physicist Kelly Clancy shows how intertwined games have been with the arc of history. War games shaped the outcomes of real wars in nineteenth and twentieth century Europe. Game theory warped our understanding of human behavior and brought us to the brink of annihilation-yet still underlies basic assumptions in economics, politics, and technology design. We used games to teach computers how to learn for themselves, and now we are designing games that will determine the shape of society and future of democracy. In this revelatory new work, Clancy makes the bold argument that the human fascination with games is the key to understanding our nature and our actions
Subjects: History.; Game theory.; Games and technology.; Video games; War games.;
Available copies: 2 / Total copies: 2
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Invent a game! : and more coding & strategy challenges / by Borgert-Spaniol, Megan,1989-author.(CARDINAL)397821; Craig, Diane,consultant.(CARDINAL)352525;
With this title, young makers will learn how to get inspired, problem-solve, and collaborate with others as they take on four coding and strategy challenges, including creating their own secret code and designing a board game. Like a real coder and strategist, they ll have to meet demands while staying within limits. Aligned to Common Core Standards and correlated to state standards. Super Sandcastle is an imprint of Abdo Publishing, a division of ABDO.700L
Subjects: Coding theory; Computer programming; Games and technology; Mathematics;
Available copies: 7 / Total copies: 8
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The game believes in you : how digital play can make our kids smarter / by Toppo, Greg,author.(CARDINAL)410047;
Includes bibliographical references (pages 224-242) and index."What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. From Greg Toppo, USA Today's national K-12 education and demographics reporter, The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again--right away--and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate"--
Subjects: Video games in education.; Video games and children.; Video games; Education;
Available copies: 3 / Total copies: 3
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Dot. unplugged / by Zuckerberg, Randi,creator.(CARDINAL)404602; Candlewick Press,editor.(CARDINAL)334430; Jim Henson Company.(CARDINAL)536287;
When the power goes out, it sparks an idea for Dot, Hal, Mom, and Dad. But stepping away from gadgets and devices isn't as easy as it seems. No video games, no laptaps or tablet, no drone. A trip to the basement turns up some interesting materials, none of which require electricity, software, or Internet access. What Dot and her family will need to plug into are their imaginations, creativity, and sense of adventure. They sing, play games, make art, and even read a book!
Subjects: Fiction.; Picture books.; Electric power failures; Electronics; Indoor games; Technology and children; Technology;
Available copies: 5 / Total copies: 6
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Full STEAM soccer : science, technology, engineering, arts, and mathematics of the game / by McCollum, Sean,author.(CARDINAL)642618;
"Soccer is much more than passes, throw-ins, and bicycle kicks. It's a splendid spectacle where soccer, science, technology, engineering, arts, and mathematics meet."--Page 4 cover.Age 8-14.850LAccelerated Reader AR
Subjects: Soccer; Sports sciences; Sports;
Available copies: 3 / Total copies: 4
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Life in ancient Rome : art and literature, religion and mythology, sport and games, science and technology : the fascinating social history of emperors, senators, citizens, slaves and the people of Rome / by Rodgers, Nigel.(CARDINAL)419793;
Available copies: 1 / Total copies: 1
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Full STEAM football : science, technology, engineering, arts, and mathematics of the game / by McCollum, Sean,author.(CARDINAL)642618;
Age 8-14.760LAccelerated Reader AR
Subjects: Football; Sports sciences; Sports;
Available copies: 4 / Total copies: 6
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