Video games : design and code your own adventure
(Book)
Author
Contributors
Crosier, Mike, illustrator.
Published
White River Junction, VT : Nomad Press, [2015].
ISBN
1619303000, 9781619303003, 9781619302914, 1619302918
Status
Description
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Copies
Location | Call Number | Status |
---|---|---|
Acorn Public Library District - Juvenile Stacks | J 794.8 CEC | On Shelf |
Batavia Public Library District - Juvenile Non-Fiction | J 794.8 CEC | On Shelf |
Berkeley Public Library - Juvenile Non-Fiction | J 794.8 CEC | On Shelf |
Blue Island Public Library - Juvenile Stacks | JUV 794.8 CEC | On Shelf |
Cicero Public Library - Juvenile Stacks | J 794.8 CEC | On Shelf |
More Details
Published
White River Junction, VT : Nomad Press, [2015].
Format
Book
Physical Desc
v, 122 pages : color illustrations ; 26 cm.
Language
English
ISBN
1619303000, 9781619303003, 9781619302914, 1619302918
Lexile measure
990
Notes
General Note
"With 17 projects."
Bibliography
Includes bibliographical references (pages 117-120) and index.
Description
What does the 13,000-year-old mancala game have in common with today's Minecraft ? They both require logic, critical thinking skills, and creativity! In Video Games: Design and Code Your Own Adventure, readers discover that the video games they play today have their roots in the games kids played in the deserts of Ancient Egypt, and they'll learn how to design their own games from the initial idea to the final blips on the screen. Video games are everywhere, from iPods and tablets to video consoles and the latest virtual reality headset. By diving into this familiar, engaging topic, kids will get the chance to explore the neuroscience behind the attraction of video games: what makes them fun, what makes them hard to put down. They'll even tackle the age-old question--are video games good for us or bad for us? Readers will deconstruct video games to learn why the characters behave the way they do and how real-world physics compares to game physics. As kids design their own games, they'll develop skills in storytelling, technical writing, communications, graphic design, computer programming, and teamwork. They'll have so much fun they won't realize they're learning about geometry, statistics, probability, physics, logic, psychology, and neuroscience. Activities in Video Games include creating text-based adventure quests, designing board games, and programming using free, kid-friendly software such as MIT's Scratch. For kids who just can't get enough of video games, here's a chance to visit behind the scenes at a game company to explore the entire design process, from idea to market. Video Games meets Common Core State Standards for reading nonfiction and math. Guided Reading Levels and Lexile measurements indicate grade level and text complexity.
Target Audience
990L,Lexile
Target Audience
Ages 9-12.
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Citations
APA Citation, 7th Edition (style guide)
Ceceri, K., & Crosier, M. (2015). Video games: design and code your own adventure . Nomad Press.
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)Ceceri, Kathy and Mike, Crosier. 2015. Video Games: Design and Code Your Own Adventure. White River Junction, VT: Nomad Press.
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)Ceceri, Kathy and Mike, Crosier. Video Games: Design and Code Your Own Adventure White River Junction, VT: Nomad Press, 2015.
Harvard Citation (style guide)Ceceri, K. and Crosier, M. (2015). Video games: design and code your own adventure. White River Junction, VT: Nomad Press.
MLA Citation, 9th Edition (style guide)Ceceri, Kathy,, and Mike Crosier. Video Games: Design and Code Your Own Adventure Nomad Press, 2015.
Note! Citations contain only title, author, edition, publisher, and year published. Citations should be used as a guideline and should be double checked for accuracy. Citation formats are based on standards as of August 2021.
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