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Gaming / by Havelka, Jacqueline,author.(CARDINAL)831570;
Includes bibliographical references and index.Science in gaming -- Technology in gaming -- Engineering in gaminig -- Arts in gaming -- Mathematics in gaming."Video gaming and STEAM have quite a bit in common. Regardless of what video game you play, each one has five core elements: science, technology, engineering, art, and math. STEAM in Gaming examines game aesthetics and mechanics. See how the art of aesthetics dictates how the game looks and feels and what you will see and hear when you play the game. Then, delve deeper into the engineering and mechanics that dictate how the game is played. Next time you play your favorite game, you will look at it in a whole new way! "--
Subjects: Video games in education; Video games; Video games;
Available copies: 1 / Total copies: 1
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Unofficial STEM challenges for Minecrafters : grades 1-2 / by Brack, Amanda,illustrator.(CARDINAL)351585;
Ages 6-8.
Subjects: Minecraft (Game); Video games in education;
Available copies: 1 / Total copies: 2
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Unofficial STEM challenges for Minecrafters : grades 3-4 / by Weber, Jen Funk,Author(DLC)n 2005052348;
Ages 8-10.
Subjects: Juvenile works.; Minecraft (Game); Video games in education; Education; Computer games;
Available copies: 1 / Total copies: 1
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From video games to real life : tapping into Minecraft to inspire creativity and learning in the library / by Glendening, Mary L.,author.(CARDINAL)414558;
Includes bibliographical references and index.Minecraft & the maker movement -- Minecraft in Real Life Club -- Minecraft & learning in an informal environment -- Minecraft & 3D printing, and 3D design -- Minecraft & literacy activities -- Minecraft & making -- Crafting with Minecraft.
Subjects: Children's libraries; Young adults' libraries; Libraries; Minecraft (Game); Video games in education.; Maker movement in education.;
Available copies: 1 / Total copies: 1
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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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Minds in motion!. by Playaway Launchpad (Firm),publisher.; Findaway World, LLC,distributor.(CARDINAL)345268;
Title from Playaway Lauchpad label.Ages 5-7.Grades K-2."Kids will put their minds to work and accelerate their problem-solving skills with challenges that help them combine their understanding of art, science, technology, engineering, and math"--Container."This pre-loaded tablet includes the following apps: Animate Me! Battle Station! Beyond Cats: Grade 2 math standards ; BrainJump Pro; Critter Cruise (Learning adventure in USA); Math Planet Grade 1; Pettson's Inventions 2; Pluto the lonely Dwarf planet; Qixel: Pixel Art Painter; ThinkRolls"--Container.This pre-loaded tablet includes the following apps: Animate Me! Battle Station! Beyond Cats: Grade 2 math standards ; BrainJump Pro; Critter Cruise (Learning adventure in USA); Math Planet Grade 1; Pettson's Inventions 2; Pluto the lonely Dwarf planet; Qixel: Pixel Art Painter; ThinkRolls"
Subjects: Creative thinking in children; Problem solving; Computer games; Educational games.; Video games.; Mobile apps.;
Available copies: 1 / Total copies: 2
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Splish splash! by Findaway World, LLC,distributor.(CARDINAL)345268; Playaway Launchpad (Firm),publisher.;
"Kids will travel deep under ocean waters with sea creatures like turtles and dolphines to learn about animals, solve puzzles, and explore early education fundamentals."--Ages 3-5.Grades Pre K-K.
Subjects: Creative thinking in children; Problem solving; Computer games; Educational games.; Video games.; Mobile apps.;
Available copies: 0 / Total copies: 1
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Brain storm! [electronic resource] by Findaway World, LLC,distributor.(CARDINAL)345268; Playaway Launchpad (Firm),publisher.;
"Kids will strategize and play their way through science, technology, engineering, art, and math challenges designed to change the way they think. Develop problem-solving and strategic thinking skills; Complete difficult puzzles; Strengthen memory and logical thinking; Explore different forces"--Container.Ages 10+.Grades 5+.
Subjects: Creative thinking in children; Problem solving; Computer games; Educational games.; Video games.; Mobile apps.;
Available copies: 1 / Total copies: 2
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Programmed to think! [video-enabled device] by Playaway Launchpad (Firm),publisher.; Playaway Launchpad.; Playaway Products, LLC.issuing body.(CARDINAL)345268(CARDINAL)868990;
"Kids will strategize and play their way through science, technology, engineering, art, and math challenges designed to change the way they think. Train your attention, memory, accuracy, and logic skills; Learn basic programming skills; Discover interesting facts about space; Practice Common Core math."--Ages 8-10.Grades 3-5.
Subjects: Computer games; Creative thinking in children; Educational games.; Mobile apps.; Problem solving; Video games.;
Available copies: 3 / Total copies: 4
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Build it. Fix it. Fun! by Findaway World, LLC.(CARDINAL)345268;
Ages 3-5.Grades Pre-K.Small parts, not for children under 3 years."Vehicles, cityscapes, robots and more come to life as children develop their curiosity in building and engineering. Gain a basic understanding of engineering; develop creativity and visualization skills; explore cause and effect; strengthen hand-eye coordination and memory skills"--Publisher description.
Subjects: Engineering; Creative ability in children; Building; Educational games.; Video games.; Mobile apps.;
Available copies: 4 / Total copies: 8
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