Download or read book Gadgets Games and Gizmos for Learning written by Karl M. Kapp and published by John Wiley & Sons. This book was released on 2007-09-24 with total page 448 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gadgets, Games, and Gizmos is an innovative book that provides practical and original solutions to the impending boomer/gamer knowledge and skills transfer gap. The book outlines how gamer values such as the use of cheat codes, the love of gadgets, the need to play games, and the desire to be constantly connected can be used as methods for moving information from the heads of the boomers to the fingertips and gadgets of the gamers. As organizations begin to think strategically about how to attract, retain, and train new talent, this book, written by Karl Kapp, named one of 2007's Top 20 Most Influential Training Professionals by TrainingIndustry, Inc., will be an invaluable resource.
Download or read book Gadgets and Games written by Chris Oxlade and published by Capstone Classroom. This book was released on 2013 with total page 58 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines how electronic games and other devices are designed, tested, manufactured, and marketed, and explores their life cycle, including their disposal and recycling.
Download or read book Gadgets Games and Gizmos written by Jean-Marie Donat and published by Summersdale. This book was released on 2017-10-12 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discover the designs behind some of the most amazing inventions ever imagined. This book contains original drawings submitted to the patent office for such indispensable items as the paperclip, the ballpoint pen and the umbrella, as well as technological marvels like the space suit, the floppy disk and the Polaroid camera - and not forgetting fun and frivolous things like the Barbie doll, the skateboard and the Game Boy. Expand your knowledge and inspire your inner inventor with this fully illustrated guide to the everyday gadgets, games and gizmos that changed the world!
Download or read book Gadgets and Games written by Chris Oxlade and published by Heinemann-Raintree Library. This book was released on 2013 with total page 58 pages. Available in PDF, EPUB and Kindle. Book excerpt: Examines how electronic games and other devices are designed, tested, manufactured, and marketed, and explores their life cycle, including their disposal and recycling.
Download or read book Making Marble Action Games Gadgets Mazes and Contraptions written by Alan Bridgewater and published by Stackpole Books. This book was released on 1999 with total page 136 pages. Available in PDF, EPUB and Kindle. Book excerpt: Easy-to-follow text. Helpful photographs.
Download or read book Make Amazing Toy and Game Gadgets written by Amy Pinchuk and published by HarperCollins Publishers. This book was released on 2001 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Illustrated, step-by-step instructions show children how to make five toys and games.
Download or read book Gadgetology written by Pam Abrams and published by ReadHowYouWant.com. This book was released on 2010-07-13 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: Getting kids involved in the kitchen at an early age is a great, hands-on way to introduce them to new foods and teach them valuable skills. Gadgetology makes it fun - kids and parents alike will love this activity book, chock-full of experiments, recipes, and games using 35 kitchen gadgets. Parents will appreciate spending quality time with their children, broadening their kitchen horizons at an early age. Children will love using ''grown-up'' gadgets - from an apple peeler to a whisk - to play games, try simple recipes, make crafts, and conduct fun experiments. A box grater is certainly handy for shredding mozzarella to make Super Easy Lasagna, but its also great for shredding crayons onto wax paper to be ironed into ''stained glass.'' Leftover walnut shells cracked with a nutcracker for Fudgy Walnut Brownies turn into perfect sailboats. In Gadgetology, Pam Abrams offers so many creative, fun, and safe uses for everyday gadgets that the kitchen will become an educational playground. An avid cook and self-described ''gadget junkie,'' Pam has been cooking with her two children since they were in highchairs. She recently began encouraging other kids to engage their curiosity and interest in food and gadgets through teaching cooking classes at home in Brooklyn, New York.
Download or read book Collecting Gadgets and Games written by Daniel Blythe and published by . This book was released on with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Taming Gaming written by Andy Robertson and published by Unbound Publishing. This book was released on 2021-01-21 with total page 379 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games can instil amazing qualities in children – curiosity, resilience, patience and problem-solving to name a few – but with the World Health Organisation naming gaming disorder as a clinically diagnosable condition, parents and carers can worry about what video games are doing to their children. Andy Robertson has dealt with all of the above, not just over years of covering this topic fo newspapers, radio and television but as a father of three. In this guide, he offers parents and carers practical advice and insights – combining his own experiences with the latest research and guidance from psychologists, industry experts, schools and children's charities – alongside a treasure trove of 'gaming recipes' to test out in your family. Worrying about video game screen time, violence, expense and addiction is an understandable response to scary newspaper headlines. But with first-hand understanding of the video games your children love to play, you can anchor them as a healthy part of family life. Supported by the www.taminggaming.com Family Video Game Database, Taming Gaming leads you into doing this so that video games can stop being a point of argument, worry and stress and start providing fulfilling, connecting and ambitious experiences together as a family.
Download or read book Gadgets Games Robots and the Digital World written by DK and published by Dorling Kindersley Ltd. This book was released on 2011-08-01 with total page 146 pages. Available in PDF, EPUB and Kindle. Book excerpt: What are you wired up to? Every day you text, tweet, stream songs, watch videos and send emails and Gadgets, Games, Robots and the Virtual World is the book to tell you how. Discover the techonology behind it all, from robots under the sea, to satellites in space and even the inside of your laptop. Loaded with facts and statistics from astounding pull-out figures, maps and infographics, Gadgets, Games, Robots and the Virtual World will show you exactly what you're connected to and how. Leap inside and take a trip into the amazing virtual world of cyberspace. Now available in ebook(PDF) format.
Download or read book Cool Tech written by Clive Gifford and published by . This book was released on 2011 with total page 143 pages. Available in PDF, EPUB and Kindle. Book excerpt: How many times a day do you connect to the digital world? You text, tweet, stream songs, watch videos, and play games. But do you know how it all works? Leap inside to discover the technology behind the coolest gadgets and meet the people with the big ideas. Find out what robots are up to, how a video game is made, and how the internet affects your life."P. [4] of cover.
Download or read book Gurps Ultra Tech written by David L. Pulver and published by Steve Jackson Games. This book was released on 2007-01-08 with total page 240 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Unschooling To University written by Judy Arnall and published by Professional Parenting. This book was released on 2018-09-21 with total page 384 pages. Available in PDF, EPUB and Kindle. Book excerpt: Learn how to acquire a personalized education through self-directed learning, and meet post-secondary entrance requirements.
Download or read book Gaming Technology written by Chris Oxlade and published by Evans Brothers. This book was released on 2010-05 with total page 50 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Describes the technology used for creating and playing video games. Includes information on how different platforms work and the direction video game technology may be going" -- Provided by publisher.
Download or read book LEGO Gadgets written by Klutz and published by . This book was released on 2018-03 with total page 78 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build 11 machines, includes all the LEGO bricks you need. From the 'practical' (a mechanical hand to pick things up for you) to the intriguing (a machine that makes crinkled paper) to the flat-out ridiculous (astronaut training for your mini-figures!), these projects encourage kids to explore the possibilities hidden in their LEGO collection. Inspires open-ended creativity to not just build the models in this book, but also to experiment with their own modifications to be faster, more accurate, or more complex.
Download or read book What Video Games Have to Teach Us About Learning and Literacy Second Edition written by James Paul Gee and published by Macmillan. This book was released on 2014-12-02 with total page 233 pages. Available in PDF, EPUB and Kindle. Book excerpt: Cognitive Development in a Digital Age James Paul Gee begins his classic book with "I want to talk about video games–yes, even violent video games–and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. This revised edition expands beyond mere gaming, introducing readers to fresh perspectives based on games like World of Warcraft and Half-Life 2. It delves deeper into cognitive development, discussing how video games can shape our understanding of the world. An undisputed must-read for those interested in the intersection of education, technology, and pop culture, What Video Games Have to Teach Us About Learning and Literacy challenges traditional norms, examines the educational potential of video games, and opens up a discussion on the far-reaching impacts of this ubiquitous aspect of modern life.
Download or read book Game Frame written by Aaron Dignan and published by Simon and Schuster. This book was released on 2011-03-08 with total page 226 pages. Available in PDF, EPUB and Kindle. Book excerpt: Ever wonder why teens can spend entire weekends playing video games but struggle with just one hour of homework? Why we’re addicted to certain websites and steal glances at our smartphones under the dinner table? Or why some people are able to find joy in difficult or repetitive jobs while others burn out? It’s not the experiences themselves but the way they’re structured that matters. All our lives we’ve been told that games are distractions—playful pastimes, but unrelated to success. In Game Frame, Aaron Dignan shows us that the opposite is true: games produce peak learning conditions and accelerated achievement. Here, the crucial connection between the games we love to play and the everyday tasks, goals, and dreams we have trouble realizing is illuminated. Aaron Dignan is the thirty-something founder of a successful digital strategy firm that studies the transformative power of technology in culture. He and his peers were raised on a steady diet of games and gadgets, ultimately priming them to challenge the status quo of the modern workplace. What they learned from games goes deeper than hand-eye coordination; instead, this generation intrinsically understands the value of adding the elements of games into everyday life. Game Frame is the first prescriptive explanation of what games mean to us, the human psychology behind their magnetic pull, and how we can use the lessons they teach as a framework to achieve our potential in business and beyond. Games are a powerful way to influence and change behavior in any setting. Here, Dignan outlines why games and play are such important trends in culture today, and how our technology, from our iPhones to our hybrid cars, primes us to be instinctive players. Game Frame tackles the challenging task of defining games and the mechanics that make games work from several perspectives, then explores these ideas through the lens of neuroscience. Finally, Dignan provides practical tips for using basic game mechanics in a variety of settings, such as motivating employees at work or encouraging children at home, giving readers the tools to develop their own games to solve problems in their everyday lives. Illuminated throughout with a series of real-world examples and hypothetical scenarios, Game Frame promises a crash course in game design and behavioral psychology that will leave the reader—and, by extension, the world itself—more productive. Revolutionary, visionary, practical, and time-tested, Game Frame will change the way you approach life.