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EBookClubs

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Book Wii Game Creation for Teens

Download or read book Wii Game Creation for Teens written by Michael Duggan and published by Muska/Lipman. This book was released on 2010-02-03 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "User level: Beginner - Intermediate"--P. [4] of cover.

Book WiiTM Game Creation for Teens

Download or read book WiiTM Game Creation for Teens written by Michael Duggan and published by . This book was released on 2010 with total page 445 pages. Available in PDF, EPUB and Kindle. Book excerpt: Want to create your own Wii games that you can share with your friends and the world? "Wii Game Creationg for Teens" is a step-by-step guide for beginners who want to start making their very own Nintendo Wii games and animations. Using Adobe Flash ActionScript 2.0 and WiiCade, you will learn to create simple games and animations for Wii, and all you need is a computer, Internet access, and this book!

Book Game Creation for Teens

Download or read book Game Creation for Teens written by Jason Darby and published by Cengage Learning. This book was released on 2008-02-21 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: Get ready to make fun and exciting computer games, no programming required! Game Creation for Teens shows teens and other beginners how to make their very own awesome games using the Games Factory 2, a simple drag-and-drop game creation system. By the end of the book, you'll have made three amazing sample games and have the skills and information you need to make more games on your own. You'll start by exploring the different game genres and learning how to organize and develop your own game ideas before you begin creating. Then you'll learn about game creation fundamentals such as graphics settings, methods, and features, as well as how to use and record music and sound in games. Once you have the basics down, the book will introduce you to the Games Factory 2, including how to install it, important program terminology, and a walk-through of the important editors and screens you will use next when you create the three sample games in the book. Creating the games will help you explore and test out the functionality of the Games Factory 2 and build your skill set with the program. You'll finish up by learning how to add objects, pictures, and animation to your games to make them more interesting and dynamic, and even how to test and debug your games. Game Creation for Teens provides you with the information and techniques you need to make your game ideas a reality! Important Notice: Media content referenced within the product description or the product text may not be available in the ebook version.

Book Engaging Your Teen s World

Download or read book Engaging Your Teen s World written by David Eaton and published by Baker Books. This book was released on 2020-08-18 with total page 208 pages. Available in PDF, EPUB and Kindle. Book excerpt: "Netflix and chill," "broccoli," and LGBTTQQIAAP+. If you don't know what these words and phrases really mean to your teen, you are not alone. The verbal terrain of today's youth can be difficult to navigate, and sometimes requires a guide--a culture translator to help parents of teens decipher the codes and unlock the doors to an ongoing conversation about faith and life. David Eaton and Jeremiah Callihan provide just that in Engaging Your Teen's World, teaching you how to maintain open communication about everything from relationships to technology and media in order to help teens grow in their faith and successfully deal with difficult issues. Eaton and Callihan bring a wealth of frontline experience, sharing a big-picture view of your teen's world and how to interact with it, followed by more specific information on · what your teen is thinking, doing, and watching · conversations about sex, gender, porn, sexting, and drugs · being a missionary to your teen · and much more Despite the many challenges facing teens and their parents, this frank, insightful, and practical book offers a hopeful view toward the long-term goals of your relationship with your teen and for their relationship with the Lord.

Book Teen Games Rule

Download or read book Teen Games Rule written by Julie Scordato and published by Bloomsbury Publishing USA. This book was released on 2013-11-12 with total page 159 pages. Available in PDF, EPUB and Kindle. Book excerpt: Gaming offers a great way to reach teens. This book gives library staff the tools to deliver game programming that goes beyond the basic video and board game format. Games aren't just for fun; they can also play a critical role in learning. Libraries have an opportunity to integrate a variety of games into the services and collections they provide to the community. This book shows library staff how to do exactly that through a diverse variety of popular games, some that have been around for many years and others that are new. The authors present a comprehensive overview of the topic, supplying good practice examples from successful libraries, providing necessary details on format and implementation within a library program for teens, and covering different game formats ranging from live action role-playing (LARP) and Dungeons & Dragons to Minecraft and traditional board games. Whether you're adding games and gaming to your collection and services for the first time, or looking for ways to expand your existing gaming program, this book offers solid guidance.

Book Ambient Intelligence   Software and Applications

Download or read book Ambient Intelligence Software and Applications written by Paulo Novais and published by Springer Science & Business Media. This book was released on 2011-03-29 with total page 264 pages. Available in PDF, EPUB and Kindle. Book excerpt: ISAmI is the International Symposium on Ambient Intelligence, and aims to bring together researchers from various disciplines that are interested in all aspects of Ambient Intelligence. The symposium provides a forum to present and discuss the latest results, innovative projects, new ideas and research directions, and to review current trends in this area. This volume presents the papers that have been accepted for the 2011 edition, both for the main event and workshop. The ISAmI workshop WoRIE promises to be a very interesting event that complements the regular program with an emerging topic on reliability of intelligent environments

Book Teaching Tech Savvy Kids

Download or read book Teaching Tech Savvy Kids written by Jessica K. Parker and published by Corwin Press. This book was released on 2010-05-03 with total page 217 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written for secondary school teachers, this resource expands educators' understanding of the relationship between their students and digital media and shows how to design learning opportunities that make the most of that relationship. Based on the findings of a three-year study on youth and their use of digital media for informal learning, this book gives teachers a deeper awareness of the characteristics of "iGeneration culture" and the dynamic potential for student learning through digital media, such as fostering collaboration, creativity, feedback, and critiques. Presented in a teacher-friendly format, each of the chapters include: - A description of each digital medium - A vignette about a young person using the medium - Advice about navigating digital media for both novice and expert teachers, plus activities and sidebars - A section addressing myths related to each medium - A section on pedagogical implications and practices, including activities Teaching Tech Savvy Kids provides examples of how to integrate digital media into secondary classrooms, explains how key characteristics of digital media can help to revitalize pedagogical practices, and increases teachers' options for offering more engaged, student-centered learning opportunities.

Book Visual Media for Teens

Download or read book Visual Media for Teens written by Jane Halsall and published by Bloomsbury Publishing USA. This book was released on 2009-09-23 with total page 181 pages. Available in PDF, EPUB and Kindle. Book excerpt: Dazzle teens with a film collection custom-designed to fit their interests and tastes! If you would like to build or develop a film collection with guaranteed teen appeal, this guide is for you. It discusses what's current, popular with teens, and available; and provides annotated core filmographies in categories of heroes, exploring issues of identity, strong emotions: horror and humor, and educational entertainment. In addition, the authors address popular culture influences on teens, technology and format issues, how to get teen input, where to find reliable review sources, programming with films, and promoting and merchandising your collection. Packed with ideas as well as nitty gritty information; this guide fills a gap in the literature and a real need for the profession. Dazzle teens with a film collection custom-designed to fit their interests and tastes! This guide is designed for those who would like to build or develop a film collection with guaranteed teen appeal. It discusses what's current, popular with teens, and available; and provides annotated core filmographies in categories of heroes, exploring issues of identity, strong emotions: horror and humor, and educational entertainment. In addition, the authors address popular culture influences on teens, technology and format issues, how to get teen input, where to find reliable review sources, programming with films, and promoting and merchandising your collection. Packed with ideas as well as nitty gritty information; this guide fills a gap in the literature and a real need for the profession.

Book Crash Course in Gaming

Download or read book Crash Course in Gaming written by Suellen S. Adams and published by Bloomsbury Publishing USA. This book was released on 2013-11-25 with total page 140 pages. Available in PDF, EPUB and Kindle. Book excerpt: Video games aren't just for kids anymore. This book will describe the "why" and "how" to start or expand a video gaming program in the library, including some specific examples of how to target adult and female gamer patrons. Gaming supplies more than just visual stimulation and empty entertainment; it can also promote socialization as well as the learning of both traditional and new literacies required to succeed in the modern world. Problem-solving, multi-tasking, complex decision-making on the fly, and "reading" the combination of words and graphics are vital skills for the 21st century—all of which are required to play video games. Crash Course in Gaming discusses the pros and cons of gaming, the types of games and game systems, circulating collections, and game programs. It explains how a library's video game program can—and should—do much more than simply draw younger users to the library, providing examples of how everyone from parents to senior citizens can benefit from a patron-oriented computer gaming program. The appendices also include specific games, programs, review sources, and sources for further information.

Book Game Design

    Book Details:
  • Author : Lewis Pulsipher
  • Publisher : McFarland
  • Release : 2012-08-08
  • ISBN : 0786469528
  • Pages : 277 pages

Download or read book Game Design written by Lewis Pulsipher and published by McFarland. This book was released on 2012-08-08 with total page 277 pages. Available in PDF, EPUB and Kindle. Book excerpt: Many aspiring game designers have crippling misconceptions about the process involved in creating a game from scratch, believing a "big idea" is all that is needed to get started. But game design requires action as well as thought, and proper training and practice to do so skillfully. In this indispensible guide, a published commercial game designer and longtime teacher offers practical instruction in the art of video and tabletop game design. The topics explored include the varying types of games, vital preliminaries of making a game, the nuts and bolts of devising a game, creating a prototype, testing, designing levels, technical aspects, and assessing nature of the audience. With practice challenges, a list of resources for further exploration, and a glossary of industry terms, this manual is essential for the nascent game designer and offers food for thought for even the most experienced professional.

Book Teen Fandom and Geek Programming

Download or read book Teen Fandom and Geek Programming written by Carrie Rogers-Whitehead and published by Rowman & Littlefield. This book was released on 2018-06-15 with total page 169 pages. Available in PDF, EPUB and Kindle. Book excerpt: Fandom and geek programming has exploded in libraries in recent years. From anime-themed library lock-in events, cosplay contests, and video game tournaments, to an annual Harry Potter Yule Ball, libraries have embraced their inner geek and are hosting a wide variety of fandom programs. For those librarians who have no idea about the importance of Doctor Who, or the Star Trek vs.Star Wars debate, planning for such programming can seem daunting. Teen Fandom and Geek Programming: A Practical Guide for Librarians covers major fandom and program themes, as well as real-world event, club, and program ideas to help librarians provide this type of programming to their communities. Specifically, detailed coverage is provided for: Major fandoms, including superheroes, anime, Harry Potter, Dr. Who, Sherlock, and video game fandoms including MMOGs, Nintendo, and RPGs Fandom clubs Fanfiction programming Cosplay programming STEM programming through fandoms (graphic design and art; video editing and design; 3D printing) Large-scale geek events Promoting inclusivity through geek programming Use the tips and how-to knowledge in this practical guide to get more teens into your library!

Book Surviving the Fog

    Book Details:
  • Author : Stan Morris
  • Publisher : Stanley Morris
  • Release : 2014-12-12
  • ISBN :
  • Pages : 346 pages

Download or read book Surviving the Fog written by Stan Morris and published by Stanley Morris. This book was released on 2014-12-12 with total page 346 pages. Available in PDF, EPUB and Kindle. Book excerpt: 48 teenagers are trapped at a camp in the southern Sierra Nevada Mountains by a mysterious brown fog covering the Earth below.

Book Encyclopedia of Video Games  3 volumes

Download or read book Encyclopedia of Video Games 3 volumes written by Mark J. P. Wolf and published by Bloomsbury Publishing USA. This book was released on 2021-05-24 with total page 1173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.

Book Exergaming Intervention for Children  Adolescents  and Elderly People

Download or read book Exergaming Intervention for Children Adolescents and Elderly People written by Khan, Shahnawaz and published by IGI Global. This book was released on 2023-05-02 with total page 303 pages. Available in PDF, EPUB and Kindle. Book excerpt: As our dependence on technology increases, technology has imbibed itself even in our everyday routines, from checking our heart rate to keeping tabs on our diets. We are dependent on this technology, but when it comes to gaming, it is always considered to be something that one must avoid so that one can utilize that time for something productive. However, when one adds gamification logic to the health sector, it adds value by helping improve the health of the user. Exergaming Intervention for Children, Adolescents, and Elderly People tackles social problems via technology intervention using gamification as a medium. This book includes various theoretical and experimental breakthroughs on new methodologies and technologies. Covering topics such as digital aids, learning tools, and serious games, this premier reference source is an excellent resource for game developers, medical professionals, hospital administrators, administrators and educators of both K-12 and higher education, pre-service teachers, students of higher education, teacher educators, librarians, researchers, and academicians.

Book Taming Gaming

    Book Details:
  • Author : Andy Robertson
  • Publisher : Unbound Publishing
  • Release : 2021-01-21
  • ISBN : 1783528931
  • Pages : 379 pages

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.

Book Careers for Tech Girls in Video Game Development

Download or read book Careers for Tech Girls in Video Game Development written by Laura La Bella and published by The Rosen Publishing Group, Inc. This book was released on 2015-07-15 with total page 82 pages. Available in PDF, EPUB and Kindle. Book excerpt: Women have faced an uphill climb in the male-dominated world of video game development, but that is beginning to change. Young women now make up nearly half of all gamers, and some companies are looking to expand the influence of women in the gaming industry and engage with them as creators, rather than only as consumers. This resource introduces middle and high school girls to the world of video game development, covering the kinds of courses, extracurricular activities, and organizations that can help them get into a career in video game development.

Book PSP Game Creation for Teens

Download or read book PSP Game Creation for Teens written by Michael Duggan and published by Muska/Lipman. This book was released on 2011 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book is about designing computer art and games"--p. xi.