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.
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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.
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.
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!
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.
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.
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.
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.
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.
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.
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.