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I'd Rather Be Playing Video Games: Video Game Journal for Gamers

I'd Rather Be Playing Video Games: Video Game Journal for Gamers
Author: Bobby Genest
Publisher: Independently Published
Total Pages: 110
Release: 2019-03-26
Genre: Games & Activities
ISBN: 9781091701649

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This 6x9 college-ruled journal for video gamers is a perfect gift for anyone you know who loves video games! An ideal: Birthday gift Christmas present Graduation gift Use this journal to keep track of: Your schedule School and homework Notes for school Gaming strategy Or whatever else you want! Included are: 108 pages, beautiful exterior matte cover, white interior lines.


Grown and Flown

Grown and Flown
Author: Lisa Heffernan
Publisher: Flatiron Books
Total Pages: 352
Release: 2019-09-03
Genre: Family & Relationships
ISBN: 1250188954

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PARENTING NEVER ENDS. From the founders of the #1 site for parents of teens and young adults comes an essential guide for building strong relationships with your teens and preparing them to successfully launch into adulthood The high school and college years: an extended roller coaster of academics, friends, first loves, first break-ups, driver’s ed, jobs, and everything in between. Kids are constantly changing and how we parent them must change, too. But how do we stay close as a family as our lives move apart? Enter the co-founders of Grown and Flown, Lisa Heffernan and Mary Dell Harrington. In the midst of guiding their own kids through this transition, they launched what has become the largest website and online community for parents of fifteen to twenty-five year olds. Now they’ve compiled new takeaways and fresh insights from all that they’ve learned into this handy, must-have guide. Grown and Flown is a one-stop resource for parenting teenagers, leading up to—and through—high school and those first years of independence. It covers everything from the monumental (how to let your kids go) to the mundane (how to shop for a dorm room). Organized by topic—such as academics, anxiety and mental health, college life—it features a combination of stories, advice from professionals, and practical sidebars. Consider this your parenting lifeline: an easy-to-use manual that offers support and perspective. Grown and Flown is required reading for anyone looking to raise an adult with whom you have an enduring, profound connection.


ID Rather Be Playing Video Games

ID Rather Be Playing Video Games
Author: Jbfresh Publishing
Publisher:
Total Pages: 112
Release: 2020-01-15
Genre:
ISBN: 9781661276775

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video game book / Game Journal / Diary /A Journal for video game lovers / greeting card idea as a present! This journal is 6 x 9 inches in size with 110 blank lined pages for writing down thoughts, notes, ideas, or even sketching.


Gaming Sexism

Gaming Sexism
Author: Amanda C. Cote
Publisher: NYU Press
Total Pages: 274
Release: 2020-09-01
Genre: Social Science
ISBN: 1479802204

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Interviews with female gamers about structural sexism across the gaming landscape When the Nintendo Wii was released in 2006, it ushered forward a new era of casual gaming in which video games appealed to not just the stereotypical hardcore male gamer, but also to a much broader, more diverse audience. However, the GamerGate controversy six years later, and other similar public incidents since, laid bare the internalized misogyny and gender stereotypes in the gaming community. Today, even as women make up nearly half of all gamers, sexist assumptions about the what and how of women’s gaming are more actively enforced. In Gaming Sexism, Amanda C. Cote explores the video game industry and its players to explain this contradiction, how it affects female gamers, and what it means in terms of power and gender equality. Across in-depth interviews with women-identified gamers, Cote delves into the conflict between diversification and resistance to understand their impact on gaming, both casual and “core” alike. From video game magazines to male reactions to female opponents, she explores the shifting expectations about who gamers are, perceived changes in gaming spaces, and the experiences of female gamers amidst this gendered turmoil. While Cote reveals extensive, persistent problems in gaming spaces, she also emphasizes the power of this motivated, marginalized audience, and draws on their experiences to explore how structural inequalities in gaming spaces can be overcome. Gaming Sexism is a well-timed investigation of equality, power, and control over the future of technology.


What Video Games Have to Teach Us About Learning and Literacy. Second Edition

What Video Games Have to Teach Us About Learning and Literacy. Second Edition
Author: James Paul Gee
Publisher: Macmillan
Total Pages: 233
Release: 2014-12-02
Genre: Education
ISBN: 1466886420

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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.


I'd Rather Be Playing Video Games

I'd Rather Be Playing Video Games
Author: Don Pakito
Publisher:
Total Pages: 122
Release: 2019-10-04
Genre:
ISBN: 9781697685572

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Journal with timely design of playing video games. A gamer notebook for kids who are into gaming, a place to doodle and write school notes. If you love to play computer games, then this is a spot on planner where you can keep track of playing hours and other lessons to balance your schedule in the right way. It can also be a logbook for your account usernames and passwords so you'll never forget them. Grab your diary now and start telling the journey of a fun-loving video gamer.


Gaming the Past

Gaming the Past
Author: Jeremiah McCall
Publisher: Routledge
Total Pages: 198
Release: 2013-06-17
Genre: Education
ISBN: 1136832092

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Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.


I'd Rather Be Playing Video Games Composition Book Wide Ruled

I'd Rather Be Playing Video Games Composition Book Wide Ruled
Author: Video Game
Publisher:
Total Pages: 120
Release: 2021-07-12
Genre:
ISBN:

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Add some fun and distinction by purchasing a new notebook with a beautiful design or give it as a gift someone you love. Great for personal,office,classroom use - 6×9 inch - 120 pages


I'd Rather Be Playing Video Games Composition Book:

I'd Rather Be Playing Video Games Composition Book:
Author: RileyRay Press
Publisher:
Total Pages: 100
Release: 2021-08-27
Genre:
ISBN:

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Perfect for the gamer, gaming enthusiast, boys, girls, teens, or adults. The super crisp, clean look is sharp to the eye and will be the envy of anyone who see's it. The black binding accentuates the crispness of the controller, with the phrases "I'd Rather Be Playing Video Games" on the front cover and "Let's Go!" on the back. This notebook is sure to please! Perfect for all age groups. At 8.5"x11", with wide ruled lines, and 100 pages there is plenty of room for writing school notes, organizing, creating idea's, or jotting down reminders/thoughts, Makes for a perfect gift too! RileyRay Press: We have a vast selection of Maze Puzzle Books, Notebooks, Journals, Weekly Planners, and More. We are adding daily. Search RileyRay Press now!


Playing to Win

Playing to Win
Author: David Sirlin
Publisher: Lulu.com
Total Pages: 144
Release: 2006-04-01
Genre: Games & Activities
ISBN: 1411666798

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Winning at competitive games requires a results-oriented mindset that many players are simply not willing to adopt. This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.