Thinking Games to Play with Your Child

Thinking Games to Play with Your Child
Author: Cheryl Gerson Tuttle
Publisher: McGraw-Hill Companies
Total Pages: 184
Release: 1997
Genre: Family & Relationships
ISBN:

Easy ways todevelop creative and critical thinking skills.

Game Thinking

Game Thinking
Author: Amy Jo Kim
Publisher: Gamethinking.IO
Total Pages: 214
Release: 2018-05-25
Genre: Games
ISBN: 9780999788547

During her time working on genre-defining games like The Sims, Rock Band, and Ultima Online, Amy Jo learned that customers stick with products that help them get better at something they care about, like playing an instrument or leading a team. Amy Jo has used her insights from gaming to help hundreds of companies like Netflix, Disney, The New York Times, Ubisoft and Happify innovate faster and smarter, and drive long-term engagement.

Pooh's Thinking Games

Pooh's Thinking Games
Author: Publications International
Publisher: Publications International
Total Pages: 20
Release: 2004-07-01
Genre: Juvenile Nonfiction
ISBN: 9780785363989

These talking activity books are loaded with fun, educational exercises to learn letters, numbers and shapes. Kids can use this wipe-off book again and again!

101 Quick Thinking Games and Riddles

101 Quick Thinking Games and Riddles
Author: Allison Bartl
Publisher: SmartFun Books
Total Pages: 130
Release: 2008
Genre: Juvenile Nonfiction
ISBN: 9780897934985

Provides games and riddles aimed at improving critical thinking, creativity, math skills, logic, verbal skills, and memory.

Uncertainty in Games

Uncertainty in Games
Author: Greg Costikyan
Publisher: MIT Press
Total Pages: 150
Release: 2013
Genre: Computers
ISBN: 0262018969

How uncertainty in games -- from Super Mario Bros. to Rock/Paper/Scissors -- engages players and shapes play experiences.

Thinking about Video Games

Thinking about Video Games
Author: David S. Heineman
Publisher: Indiana University Press
Total Pages: 269
Release: 2015-08-03
Genre: Games & Activities
ISBN: 0253017181

The 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.

Critical Thinking Activities for Kids

Critical Thinking Activities for Kids
Author: Taylor Lang
Publisher: Rockridge Press
Total Pages: 104
Release: 2021-05-25
Genre: Juvenile Nonfiction
ISBN: 9781648765346

Help newly independent readers ages 6 to 9 think more critically Foster a lifelong love of thinking outside the box with activities that show just how fun critical thinking for kids can be. Whether it's using deduction to figure out what ride everyone would enjoy going on at an amusement park or solving math problems with balls instead of numbers, this book of critical thinking for kids is packed with puzzles to exercise their brains. Expand on what new readers are learning in school and give them the tools they need to build thinking skills early. These activities teach them to identify, analyze, reason, evaluate, solve problems, and make decisions. Boost critical thinking for kids with: Guided learning--Puzzles have clear directions and gradually grow in difficulty, helping kids complete challenges and build their abilities without getting frustrated. A variety of activities--Kids will stay engaged as they switch between matching puzzles, logic grids, fill-in-the-blanks, word scrambles, and more. Real-world examples--Keep critical thinking for kids relatable with exercises that are based on fun activities, like visiting the zoo or going to a party. Build critical thinking for kids with an activity book that helps new readers learn to solve problems independently.

Brain Teasers

Brain Teasers
Author: Ian Livingstone
Publisher: Simon and Schuster
Total Pages: 504
Release: 2009-02-25
Genre: Games & Activities
ISBN: 1626367167

A great way to have fun and build brain power, Brain Teasers offers a variety of games to delight and challenge even the most advanced puzzler. Brain Teasers shows off some outrageously fun new mindbenders, like anasearches (a combination of an anagram, a crossword, and a word search), numberlockers (think of a crossword puzzle with numbers instead of words), and alphabetics (a miniature crossword puzzle that uses each letter of the alphabet exactly once). Perfect for anyone who sits down with the New York Times crossword puzzle every morning or works through Sudoku puzzles on the way home, this book is guaranteed to excite your mind and jump-start your brain.

81 Fresh & Fun Critical-thinking Activities

81 Fresh & Fun Critical-thinking Activities
Author: Laurie Rozakis
Publisher: Scholastic Inc.
Total Pages: 124
Release: 1998
Genre: Education
ISBN: 9780590375269

Help children of all learning styles and strengths improve their critical thinking skills with these creative, cross-curricular activities. Each engaging activity focuses on skills such as recognizing and recalling, evaluating, and analyzing.

Game Thinking: From Content to Actions

Game Thinking: From Content to Actions
Author: Zsolt Olah
Publisher: Association for Talent Development
Total Pages: 20
Release: 2014-09-29
Genre: Business & Economics
ISBN: 1950496562

L&D professionals may think of games and gamification as silver bullets for engagement and motivation issues that add fun to workplace learning. But they need to use those tools to show value, rather than showcase fun. This requires a mindset shift and a move from content to actions through game thinking. In this issue of TD at Work, Zsolt Olah delves into the definition of games and gamification. He also: · details considerations for building a game-based learning strategy that is engaging and effective · presents case studies of when to use game-based learning or gamification and when not to. · offers tips on how to keep learners—that is, players—in mind while building learning games.