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New Traditional Games for Learning
  • Language: en
  • Pages: 220

New Traditional Games for Learning

  • Type: Book
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  • Published: 2013-09-05
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  • Publisher: Routledge

A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively – involving simple card, board or indoor/outdoor activity games. New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and...

Cambridge Primary Mathematics Stage 1 Games Book with CD-ROM
  • Language: en
  • Pages: 78

Cambridge Primary Mathematics Stage 1 Games Book with CD-ROM

This series is endorsed by Cambridge International Examinations and is part of Cambridge Maths.

Games As A Service
  • Language: en
  • Pages: 312

Games As A Service

  • Type: Book
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  • Published: 2014-02-05
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  • Publisher: CRC Press

The games industry is serious business and the role of a games designer has dramatically changed over just the last few years. Developers now have to rethink everything they know about the creative, technical and business challenges to adapt to the transition to games as a service. Games as a Service: How Free to Play Design Can Make Better Games has been written to help designers overcome many of the fears and misconceptions surrounding freemium and social games. It provides a framework to deliver better games rather than the ‘evil’ or ‘manipulative’ experiences some designers fear with the move away from wasteful Products to sustainable, trustworthy Services. Oscar Clark is a consultant and Evangelist for Everyplay from Applifier. He has been a pioneer in online, mobile and console social games services since 1998 including Wireplay (British Telecom), Hutchison Whampoa (3UK) and PlayStation®Home. He is a regular columnist on PocketGamer.Biz and is an outspoken speaker and moderator at countless games conferences on Games Design, Discovery, and Monetisation. He is also a notorious hat wearer.

Learning Science Through Computer Games and Simulations
  • Language: en
  • Pages: 174

Learning Science Through Computer Games and Simulations

At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understa...

The Book of Parlour Games
  • Language: en
  • Pages: 288

The Book of Parlour Games

  • Type: Book
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  • Published: 1853
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  • Publisher: Unknown

None

LSAT Logic Games Prep 2020-2021
  • Language: en
  • Pages: 696

LSAT Logic Games Prep 2020-2021

Kaplan's LSAT Logic Games Prep 2020–2021 is updated to reflect the Digital LSAT. You’ll get practical tips on using the digital interface from our LSAT experts who have explored the new software extensively. Kaplan's unique instruction combines real LSAT PrepTest questions with exercises and drills to help you understand every type of Logic Game through the eyes of the testmaker. Most students view logic games as the toughest section of the LSAT. Our guide features exclusive data on test taker performance and recent LSAT trends to help you avoid surprises on test day. You’ll get complete explanations, focused strategies, and targeted review to help you master the Logic Games section of...

LSAT Logic Games
  • Language: en
  • Pages: 684

LSAT Logic Games

Manhattan Prep’s LSAT Logic Games guide, fully updated for the digital exam, is an essential tool for the LSAT section that everyone loves to hate. Manhattan Prep’s LSAT guides use officially-released LSAT questions and are written by the company’s instructors, who have all scored a 172 or higher on the official LSAT—we know how to earn a great score and we know how to teach you to do the same. This guide will train you to approach LSAT logic games as a 99th-percentile test-taker does: Recognize every type of game Make valid inferences Diagram quickly and accurately Predict correct answers and spot trap answers Take advantage of the digital format to work quickly and strategically You will have access to many practice problems and extensive solutions: Timed drill sets made up of real LSAT questions to help you absorb and apply what you’ve learned In-depth solutions, including hand-drawn diagrams and step-by-step analysis Access to complete solutions for all of the logic games in PrepTests 40–70

Emotions, Technology, and Digital Games
  • Language: en
  • Pages: 364

Emotions, Technology, and Digital Games

Emotions, Technology, and Digital Games explores the need for people to experience enjoyment, excitement, anxiety, anger, frustration, and many other emotions. The book provides essential information on why it is necessary to have a greater understanding of the power these emotions have on players, and how they affect players during, and after, a game. This book takes this understanding and shows how it can be used in practical ways, including the design of video games for teaching and learning, creating tools to measure social and emotional development of children, determining how empathy-related thought processes affect ethical decision-making, and examining how the fictional world of game play can influence and shape real-life experiences. Details how games affect emotions—both during and after play Describes how we can manage a player’s affective reactions Applies the emotional affect to making games more immersive Examines game-based learning and education Identifies which components of online games support socio-emotional development Discusses the impact of game-based emotions beyond the context of games

Jolly games for happy homes
  • Language: en

Jolly games for happy homes

  • Type: Book
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  • Published: 1876
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  • Publisher: Unknown

None

The illustrated book of games, riddles & rhymes for home amusement
  • Language: en
  • Pages: 112

The illustrated book of games, riddles & rhymes for home amusement

  • Type: Book
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  • Published: 1868
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  • Publisher: Unknown

None