Please, Can We Play Games?

Please, Can We Play Games?

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  • Author: Ruth Ker
  • Publisher: Waldorf Early Childhood Association of North Ameri
  • ISBN: 9781936849444
  • Category :
  • Languages : en
  • Pages : 144

¿Please, can we play games now?¿ is a frequent plea in the early childhood classroom. Children explore and relate to their world through play, and something magical happens when it¿s time for games and a caring adult dons the cloak of playful lightheartedness. A regular offering of appropriate games in the early childhood curriculum can create a powerful atmosphere for healthy development. Between teacher and children a safe harbor springs up¿a place where trust, interest, joy, and an enthusiasm for learning is kindled. Rudolf Steiner expressed many times that children thrive in an atmosphere of joy, warmth, and love. He also stressed the importance of imitation in early childhood. The Waldorf early childhood classroom strives to be a place where children want to follow their teacher¿s worthy example. Please, Can We Play Games? offers the author¿s forty years of creating, collecting, and playing traditional and original verses, songs, and games for early childhood circle time or home play. As you make your way through the pages of this book, may you enjoy your own personal harvest of food for the young child¿s body, soul, and spirit. Perhaps for you too!


Top 10 Games You Can Play in Your Head, by Yourself: Second Edition

Top 10 Games You Can Play in Your Head, by Yourself: Second Edition

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  • Author: Sam Gorski
  • Publisher: Games You Can Play in Your Hea
  • ISBN: 9780998379418
  • Category : Games & Activities
  • Languages : en
  • Pages : 200

"Your mind is now the ultimate gaming engine. Ditch the remote. Ditch the controller. Explore worlds and stories through a revolutionary single-player role-playing system that pushes your imagination beyond its furthest limits"--Back cover.


Lost in a Good Game

Lost in a Good Game

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  • Author: Pete Etchells
  • Publisher: Icon Books
  • ISBN: 1785785060
  • Category : Social Science
  • Languages : en
  • Pages : 332

'Etchells writes eloquently ... A heartfelt defence of a demonised pastime' The Times 'Once in an age, a piece of culture comes along that feels like it was specifically created for you, the beats and words and ideas are there because it is your life the creator is describing. Lost In A Good Game is exactly that. It will touch your heart and mind. And even if Bowser, Chun-li or Q-Bert weren't crucial parts of your youth, this is a flawless victory for everyone' Adam Rutherford When Pete Etchells was 14, his father died from motor neurone disease. In order to cope, he immersed himself in a virtual world - first as an escape, but later to try to understand what had happened. Etchells is now a researcher into the psychological effects of video games, and was co-author on a recent paper explaining why WHO plans to classify 'game addiction' as a danger to public health are based on bad science and (he thinks) are a bad idea. In this, his first book, he journeys through the history and development of video games - from Turing's chess machine to mass multiplayer online games like World of Warcraft- via scientific study, to investigate the highs and lows of playing and get to the bottom of our relationship with games - why we do it, and what they really mean to us. At the same time, Lost in a Good Game is a very unusual memoir of a writer coming to terms with his grief via virtual worlds, as he tries to work out what area of popular culture we should classify games (a relatively new technology) under.


Redeeming Productivity

Redeeming Productivity

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  • Author: Reagan Rose
  • Publisher: Moody Publishers
  • ISBN: 0802474632
  • Category : Religion
  • Languages : en
  • Pages : 134

Feeling overwhelmed and unproductive? The answer isn’t to do more. What image forms in your mind when you think of productivity? An assembly line? Spreadsheets? Business suits or workplace uniforms? In the ancient world, productivity didn't conjure images like these. Instead, it referred to crop yield and fruit bearing. This agrarian imagery helps us understand productivity through a biblical lens. Jesus taught, By this my Father is glorified, that you bear much fruit (John 15:8). Who doesn’t want to have a truly productive life—to bear much fruit? But how does this happen in the places we hold dear—the home, workplace, and in our communities? We often feel overworked and overrun, defeated and discouraged. The world says be productive so that you can get all you can out of this life. The Bible says be productive so you can gain more of the next life. In Redeeming Productivity, author Reagan Rose explores how God’s glory is the purpose for which He planted us. And he shows how productivity must be firmly rooted in the gospel. Only through our connection to Christ—the True Vine—are we empowered to produce good fruit. This book shows how we can maintain the vitality of that connection through simple, life-giving disciplines. Readers will discover manageable applications like giving God the first fruits of our days. Additionally, Reagan discusses how our perspective on suffering is transformed as we see trials as God’s pruning for greater productivity.


Video Games You Will Never Play

Video Games You Will Never Play

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  • Author: Luca Taborelli
  • Publisher: Createspace Independent Publishing Platform
  • ISBN: 9781537643793
  • Category :
  • Languages : en
  • Pages : 480

How many video games have you played during your life? Do you think games are a form of art that should be preserved? What if we told you that there are thousands of interesting games you'll never play, all of which could be lost forever? It's true, there are many cancelled titles that are often lost to video game history. While video games may not be largely considered to be on par with paintings and statues, they are still art on their own, just like books, movies, and music, and like other works of art, video games have their own lost works. Games that were cancelled, never released, and often not even known by the general public. Unfortunately, there is no proper museum dedicated on saving them. Unseen64 is an online archive to preserve articles, screens and videos for cancelled, beta & unseen videogames. Every change and cut creates a different gaming experience: we would like to save some documents of this evolution for curiosity, historic and artistic preservation. Over the course of almost 500 pages, the 45+ writers and editors of this crowdsourced book hope to educate the gaming world on the history of video games as an ephemeral art form, by showcasing more than 200 lost games that could have been forgotten. Starting from early '90s PC titles, to 8-bit games for the NES and Sega Master System, and all the way through to the 7th generation of consoles with PS3, X360 and Wii, there are many unseen games that you will discover in this book. Also included are essays about the preservation of cancelled games, how to research for these unseen titles, and 20 interviews with museums and developers who worked on lost games. In this book there's plenty of examples of what gaming history is losing every day. Hopefully, by reading this book, more gamers, developers, youtubers, gaming journalists and historians can look back at what could have been and as a result raise awareness on the preservation of lost games: to see the hidden stories that played a part in leading gaming culture to where it is now. This is the black / white version of the book, the content is identical to the full-color version, the only difference is the cover and the interior color. Before to read this book, please keep in mind that: - The lost games featured in this book are just a small sample of all the titles we will never play. It would be impossible to list them all in just one book. - We are a collective of gamers from all around the world. - This book is fully in English, but most articles were written by Italians and people from other non-English countries. Each article was proofread by English native speakers, but there could still be typos and random engrish. - This book was made with love and sleep deprivation.


Power Play

Power Play

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  • Author: Asi Burak
  • Publisher: Macmillan + ORM
  • ISBN: 1250089344
  • Category : Education
  • Languages : en
  • Pages : 237

The phenomenal growth of gaming has inspired plenty of hand-wringing since its inception--from the press, politicians, parents, and everyone else concerned with its effect on our brains, bodies, and hearts. But what if games could be good, not only for individuals but for the world? In Power Play, Asi Burak and Laura Parker explore how video games are now pioneering innovative social change around the world. As the former executive director and now chairman of Games for Change, Asi Burak has spent the last ten years supporting and promoting the use of video games for social good, in collaboration with leading organizations like the White House, NASA, World Bank, and The United Nations. The games for change movement has introduced millions of players to meaningful experiences around everything from the Israeli-Palestinian conflict to the US Constitution. Power Play looks to the future of games as a global movement. Asi Burak and Laura Parker profile the luminaries behind some of the movement's most iconic games, including former Supreme Court judge Sandra Day O’Connor and Pulitzer-Prize winning authors Nicholas Kristof and Sheryl WuDunn. They also explore the promise of virtual reality to address social and political issues with unprecedented immersion, and see what the next generation of game makers have in store for the future.


How to Play Video Games

How to Play Video Games

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  • Author: Nina Huntemann
  • Publisher: NYU Press
  • ISBN: 1479827983
  • Category : Games & Activities
  • Languages : en
  • Pages : 376

Forty original contributions on games and gaming culture What does Pokémon Go tell us about globalization? What does Tetris teach us about rules? Is feminism boosted or bashed by Kim Kardashian: Hollywood? How does BioShock Infinite help us navigate world-building? From arcades to Atari, and phone apps to virtual reality headsets, video games have been at the epicenter of our ever-evolving technological reality. Unlike other media technologies, video games demand engagement like no other, which begs the question—what is the role that video games play in our lives, from our homes, to our phones, and on global culture writ large? How to Play Video Games brings together forty original essays from today’s leading scholars on video game culture, writing about the games they know best and what they mean in broader social and cultural contexts. Read about avatars in Grand Theft Auto V, or music in The Legend of Zelda: Ocarina of Time. See how Age of Empires taught a generation about postcolonialism, and how Borderlands exposes the seedy underbelly of capitalism. These essays suggest that understanding video games in a critical context provides a new way to engage in contemporary culture. They are a must read for fans and students of the medium.


Play to Learn

Play to Learn

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  • Author: Sharon Boller
  • Publisher: Association for Talent Development
  • ISBN: 1562867725
  • Category : Business & Economics
  • Languages : en
  • Pages : 186

When trainers use games, learners win big. As a trainer interested in game design, you know that games are more effective than lectures. You've seen firsthand how immersive games hold learners' interest, helping them explore new skills and experience different points of view. But how do you become the Milton Bradley of learning games? Play to Learn is here to help. This book bridges the gap between instructional design and game design; it's written to grow your game literacy and strengthen crucial game design skills. Experts Sharon Boller and Karl Kapp share real examples of in-person and online games, and offer an online game for you to try as you read. They walk you through evaluating entertainment and learning games, so you can apply the best to your own designs. Play to Learn will also show you how to: Link game design to your business needs and learning objectives. Test your prototype and refine your design. Deploy your game to motivated and excited learners. So don't just play around. Think big, design well, and use Play to Learn as your guide.


Play Better Games

Play Better Games

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  • Author: Carmel Conn
  • Publisher: Routledge
  • ISBN: 1351702580
  • Category : Education
  • Languages : en
  • Pages : 164

Ordinary games are an important vehicle for children's learning. They provide a powerful, naturally occurring learning environment that is physical, playful and fun. Playing games requires interpersonal skills in language, thought, social behavior, creativity, self-regulation and skilful use of the body. When children play games together they develop the following key capacities: •Cooperative behavior •Focused attention •Social understanding •Holding information in mind •Motor, spatial and sequential planning •Self-regulation, e.g impulse control, coping with excitement, controlled exertion •Collaborative behavior and negotiation •Self-expression and creativity. Games provide a social experience that is emotionally compelling, where children laugh and have fun and do not realise they are interacting, problem solving, negotiating and cooperating with each other. Play Better Games is designed to help practitioners and parents to think about what might prohibit their children from joining in with games and plan effective strategies for support. It will be of benefit to teachers, therapists, group works, play workers, midday supervisors and support workers, as well as to parents and siblings of children with autism.


Games We Used to Play

Games We Used to Play

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  • Author: Roger Kahn
  • Publisher: Houghton Mifflin
  • ISBN:
  • Category : Sports & Recreation
  • Languages : en
  • Pages : 296

Colorful and often controversial firsthand portraits of some of the greatest sports figures of our time with reflections on the cultural and political contexts in which they played.