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Science Games
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Book Synopsis 50 Math and Science Games for Leadership by : Seah Wee Khee
Download or read book 50 Math and Science Games for Leadership written by Seah Wee Khee and published by World Scientific. This book was released on 2007 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: Did you like Math or Science in school? Have you played games that stimulated your thought processes for Math and Science? Trying to be creative in your Math, Science or leadership class? Can leadership be taught? Is leadership an Art or a Science or Math? Seeking to impact your training program with creative games?. A primer for leadership development, this book introduces Math and Science games with a review process component that can be used for leadership instruction. The book highlights key leadership principles which show that leaders must: Ask questions; Be disciplined; Create and see things differently; Develop resources; Engage in active listening; Make priorities; Multiply leaders; Problem solve; Set an example; Sacrifice; Search and explore; Strategize; Support diversity; Work in teams and collaborate.
Download or read book Science Games written by Julie Mauer and published by Teacher Created Resources. This book was released on 2007-02-16 with total page 179 pages. Available in PDF, EPUB and Kindle. Book excerpt: Hands-on explorations, full-color games, and graphing activities offer students opportunities for "doing" science in the disciplines of earth, physical, and life sciences.
Book Synopsis Entertainment Science by : Thorsten Hennig-Thurau
Download or read book Entertainment Science written by Thorsten Hennig-Thurau and published by Springer. This book was released on 2018-08-01 with total page 865 pages. Available in PDF, EPUB and Kindle. Book excerpt: The entertainment industry has long been dominated by legendary screenwriter William Goldman’s “Nobody-Knows-Anything” mantra, which argues that success is the result of managerial intuition and instinct. This book builds the case that combining such intuition with data analytics and rigorous scholarly knowledge provides a source of sustainable competitive advantage – the same recipe for success that is behind the rise of firms such as Netflix and Spotify, but has also fueled Disney’s recent success. Unlocking a large repertoire of scientific studies by business scholars and entertainment economists, the authors identify essential factors, mechanisms, and methods that help a new entertainment product succeed. The book thus offers a timely alternative to “Nobody-Knows” decision-making in the digital era: while coupling a good idea with smart data analytics and entertainment theory cannot guarantee a hit, it systematically and substantially increases the probability of success in the entertainment industry. Entertainment Science is poised to inspire fresh new thinking among managers, students of entertainment, and scholars alike. Thorsten Hennig-Thurau and Mark B. Houston – two of our finest scholars in the area of entertainment marketing – have produced a definitive research-based compendium that cuts across various branches of the arts to explain the phenomena that provide consumption experiences to capture the hearts and minds of audiences. Morris B. Holbrook, W. T. Dillard Professor Emeritus of Marketing, Columbia University Entertainment Science is a must-read for everyone working in the entertainment industry today, where the impact of digital and the use of big data can’t be ignored anymore. Hennig-Thurau and Houston are the scientific frontrunners of knowledge that the industry urgently needs. Michael Kölmel, media entrepreneur and Honorary Professor of Media Economics at University of Leipzig Entertainment Science’s winning combination of creativity, theory, and data analytics offers managers in the creative industries and beyond a novel, compelling, and comprehensive approach to support their decision-making. This ground-breaking book marks the dawn of a new Golden Age of fruitful conversation between entertainment scholars, managers, and artists. Allègre Hadida, Associate Professor in Strategy, University of Cambridge
Book Synopsis Developing Life Skills Through Math & Science Games by : Wee Khee Seah
Download or read book Developing Life Skills Through Math & Science Games written by Wee Khee Seah and published by World Scientific. This book was released on 2013 with total page 221 pages. Available in PDF, EPUB and Kindle. Book excerpt: Shaping character and life skills for our leaders of tomorrow has always been a challenging task. This exciting new book brings a new perspective to educating our young in a fun, exciting and engaging manner. High energy games that bring about both breadth and depth of discussion by the participants will inevitably develop their innate leadership potential and competency levels over time. These games are designed to be logistically minimal so that all can enjoy the games at any time.
Book Synopsis 50 Math and Science Games for Leadership by : Seah Wee Khee
Download or read book 50 Math and Science Games for Leadership written by Seah Wee Khee and published by World Scientific. This book was released on 2007 with total page 219 pages. Available in PDF, EPUB and Kindle. Book excerpt: Did you like Math or Science in school? Have you played games that stimulated your thought processes for Math and Science? Trying to be creative in your Math, Science or leadership class? Can leadership be taught? Is leadership an Art or a Science or Math? Seeking to impact your training program with creative games?A primer for leadership development, this book introduces Math and Science games with a review process component that can be used for leadership instruction. The book highlights key leadership principles which show that leaders must: Ask questions; Be disciplined; Create and see things differently; Develop resources; Engage in active listening; Make priorities; Multiply leaders; Problem solve; Set an example; Sacrifice; Search and explore; Strategize; Support diversity; Work in teams and collaborate.
Book Synopsis Science Games and Puzzles, Grades 5 - 8 by : Schyrlet Cameron
Download or read book Science Games and Puzzles, Grades 5 - 8 written by Schyrlet Cameron and published by Mark Twain Media. This book was released on 2012-01-03 with total page 99 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book promotes science vocabulary building, increases student readability levels, and facilitates concept development through fun and challenging puzzles, games, and activities.
Book Synopsis Game Science in Hybrid Learning Spaces by : Sylvester Arnab
Download or read book Game Science in Hybrid Learning Spaces written by Sylvester Arnab and published by Routledge. This book was released on 2020-05-11 with total page 220 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game Science in Hybrid Learning Spaces explores the potential, implications, and impact of game-based approaches and interventions in response to the blurring of boundaries between digital and physical as well as formal and informal learning spaces and contexts. The book delves into the concept, opportunities, and challenges of hybrid learning, which aims to reduce the barriers of time and physical space in teaching and learning practices, fostering seamless, sustained, and measurable learning experience and outcomes beyond the barriers of formal education and physical learning contexts. Based on original research, Game Science in Hybrid Learning Spaces establishes trans-disciplinary and holistic considerations for further conceptual and empirical investigation into this topic, with the dual goals of a better understanding of the role of game-based approaches in a blended environment and of the possible structural and cultural transformation of formal education and lifelong learning. This book is an essential guide for researchers, designers, teachers, learners, and practitioners who want to better understand the relationship between games and learning that merges digital and physical experiences and blends formal and informal instructions.
Book Synopsis Learning Science Through Computer Games and Simulations by : National Research Council
Download or read book Learning Science Through Computer Games and Simulations written by National Research Council and published by National Academies Press. This book was released on 2011-04-12 with total page 174 pages. Available in PDF, EPUB and Kindle. Book excerpt: At a time when scientific and technological competence is vital to the nation's future, the weak performance of U.S. students in science reflects the uneven quality of current science education. Although young children come to school with innate curiosity and intuitive ideas about the world around them, science classes rarely tap this potential. Many experts have called for a new approach to science education, based on recent and ongoing research on teaching and learning. In this approach, simulations and games could play a significant role by addressing many goals and mechanisms for learning science: the motivation to learn science, conceptual understanding, science process skills, understanding of the nature of science, scientific discourse and argumentation, and identification with science and science learning. To explore this potential, Learning Science: Computer Games, Simulations, and Education, reviews the available research on learning science through interaction with digital simulations and games. It considers the potential of digital games and simulations to contribute to learning science in schools, in informal out-of-school settings, and everyday life. The book also identifies the areas in which more research and research-based development is needed to fully capitalize on this potential. Learning Science will guide academic researchers; developers, publishers, and entrepreneurs from the digital simulation and gaming community; and education practitioners and policy makers toward the formation of research and development partnerships that will facilitate rich intellectual collaboration. Industry, government agencies and foundations will play a significant role through start-up and ongoing support to ensure that digital games and simulations will not only excite and entertain, but also motivate and educate.
Book Synopsis Science Games Galore! – Earth, Life, and Physical Science, Grade K, eBook by : Stephen J. Davis
Download or read book Science Games Galore! – Earth, Life, and Physical Science, Grade K, eBook written by Stephen J. Davis and published by Creative Teaching Press. This book was released on 2011-01-25 with total page 37 pages. Available in PDF, EPUB and Kindle. Book excerpt: Each Science Games Galore! eBook features 10 ready-to-use games and 10 reproducible activity pages designed to reinforce essential science skills. The titles focus on a variety of standards-based science concepts and include the following:Interactive, hands-on, full-color card stock cards and answer keysGames and reproducibles designed for varying ability levels that allow students to play independently while the teacher works with small groupsReproducibles that are perfect for review practice, extension activities, assessment tools, or homework assignmentsSuggestions for preparing the game materialsExplicit instructions for implementing the games and tips for trouble-free game playAdditional ways to use the game piecesA blank game template reproducible students and teachers can use to create their own games
Author :Robin Munkvold and Line Kolås Publisher :Academic Conferences and publishing limited ISBN 13 :1910810584 Total Pages :825 pages Book Rating :4.9/5 (18 download)
Book Synopsis ECGBL2015-9th European Conference on Games Based Learning by : Robin Munkvold and Line Kolås
Download or read book ECGBL2015-9th European Conference on Games Based Learning written by Robin Munkvold and Line Kolås and published by Academic Conferences and publishing limited. This book was released on 2015-09-18 with total page 825 pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of researchers participating in the 9th European Conference on Games-Based Learning, which is being hosted this year by Nord-Trondelag University College, Steinkjer, Norway, on the 8-9 October 2015. The Conference has become a key platform for individuals to present their research findings, display their work in progress and discuss conceptual advances in many different areas and specialties within Games-Based Learning. It also offers the opportunity for like-minded individuals to meet, discuss and share knowledge. ECGBL continues to evolve and develop, and the wide range of papers and topics will ensure an interesting two-day conference. In addition to the main streams of the conference, there are mini tracks focusing on the areas of the design of multiplayer/collaborative serious games, applied Games and gamification, the teacher's role in game-based learning, games for STEM (Science, Technology, Engineering, Mathematics) learning, assessment of digital game-based learning and pervasive and ubiquitous gaming for learning. In addition to the presentations of research we are delighted to host the third year of the Serious Game competition, which provides an opportunity for educational game designers and creators to participate in the conference and demonstrate their game design and development skills in an international competition. This competition is again sponsored by SEGAN - Serious Games Network. With an initial submission of more than 60 games, 28 finalists will present their games at the conference. Prizes will be awarded to the games judged to demonstrate the best quality and originality of game play itself and the positioning and articulation of the game's contribution to the educational domain. With an initial submission of 190 abstracts, after the double blind peer review process, there are 75 research papers, 15 PhD research papers, 4 Non Academic papers and 8 work-in-progress papers published in these Conference Proceedings. These papers represent research from more than 40 countries, including Australia, Austria, Belgium, Brazil, Bulgaria, Canada, Czech Republic, Denmark, Finland, France, Germany, Greece, Hungary, Ireland, Israel, Italy, Japan, Malaysia, Norway, Portugal, Russia, Saudi Arabia, Slovakia, Slovenia, South Africa, Spain, Sweden, Switzerland, Taiwan/ROC, The Netherlands, The Netherlands, United Arab Emirates, UK and USA
Book Synopsis Design, User Experience, and Usability by : Aaron Marcus
Download or read book Design, User Experience, and Usability written by Aaron Marcus and published by Springer Nature. This book was released on with total page 404 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis ECGBL 2021 15th European Conference on Game-Based Learning by : Panagiotis Fotaris
Download or read book ECGBL 2021 15th European Conference on Game-Based Learning written by Panagiotis Fotaris and published by Academic Conferences Limited. This book was released on 2021-09-23 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Science Games Galore! – Life, Space, and Physical Science, Grade 3, eBook by : Sharon L. Apichella
Download or read book Science Games Galore! – Life, Space, and Physical Science, Grade 3, eBook written by Sharon L. Apichella and published by Creative Teaching Press. This book was released on 2011-01-25 with total page 37 pages. Available in PDF, EPUB and Kindle. Book excerpt: Each Science Games Galore! eBook features 10 ready-to-use games and 10 reproducible activity pages designed to reinforce essential science skills. The titles focus on a variety of standards-based science concepts and include the following:Interactive, hands-on, full-color card stock cards and answer keysGames and reproducibles designed for varying ability levels that allow students to play independently while the teacher works with small groupsReproducibles that are perfect for review practice, extension activities, assessment tools, or homework assignmentsSuggestions for preparing the game materialsExplicit instructions for implementing the games and tips for trouble-free game playAdditional ways to use the game piecesA blank game template reproducible students and teachers can use to create their own games
Book Synopsis Earth, Life, and Physical Science by : Stephen J. Davis
Download or read book Earth, Life, and Physical Science written by Stephen J. Davis and published by Creative Teaching Press. This book was released on 2011-01-01 with total page 55 pages. Available in PDF, EPUB and Kindle. Book excerpt: Each Science Games Galore! book features 10 ready-to-use games and 10 reproducible activity pages designed to reinforce essential science skills. The titles focus on a variety of standards-based science concepts and include the following:Interactive, hands-on, full-color card stock cards and answer keysGames and reproducibles designed for varying ability levels that allow students to play independently while the teacher works with small groupsReproducibles that are perfect for review practice, extension activities, assessment tools, or homework assignmentsSuggestions for preparing the game materialsExplicit instructions for implementing the games and tips for trouble-free game playAdditional ways to use the game piecesA blank game template reproducible students and teachers can use to create their own games
Book Synopsis National Geographic Kids Brain Games by : Jennifer Swanson
Download or read book National Geographic Kids Brain Games written by Jennifer Swanson and published by National Geographic Children's Books. This book was released on 2015 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: QUICK: Name the most powerful and complex supercomputer ever built. Give up? Here's a hint: It's housed in your head and it's the one thing that makes you YOU. Your brain is mission control for the rest of your body and steers you through life. Not bad for something the size of a softball that looks like a wrinkled grey sponge In this fascinating, interactive book -- a companion to the National Geographic Channel hit show - kids explore the parts of the brain and how it all works, brainy news nuggets from a neuroscientist, plus fun facts and crazy challenges.
Book Synopsis ECGBL 2019 13th European Conference on Game-Based Learning by : Lars Elbæk
Download or read book ECGBL 2019 13th European Conference on Game-Based Learning written by Lars Elbæk and published by Academic Conferences and publishing limited. This book was released on 2019-10-03 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:
Book Synopsis Game Data Science by : Magy Seif El-Nasr
Download or read book Game Data Science written by Magy Seif El-Nasr and published by Oxford University Press. This book was released on 2021-09-30 with total page 320 pages. Available in PDF, EPUB and Kindle. Book excerpt: Game data science, defined as the practice of deriving insights from game data, has created a revolution in the multibillion-dollar games industry - informing and enhancing production, design, and development processes. Almost all game companies and academics have now adopted some type of game data science, every tool utilized by game developers allows collecting data from games, yet there has been no definitive resource for academics and professionals in this rapidly developing sector until now. Games Data Science delivers an excellent introduction to this new domain and provides the definitive guide to methods and practices of computer science, analytics, and data science as applied to video games. It is the ideal resource for academic students and professional learners seeking to understand how data science is used within the game development and production cycle, as well as within the interdisciplinary field of games research. Organized into chapters that integrate laboratory and game data examples, this book provides a unique resource to train and educate both industry professionals and academics about the use of game data science, with practical exercises and examples on how such processes are implemented and used in academia and industry, interweaving theoretical learning with practical application throughout.