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Connection Games

Connection Games
Author: CAMERON. BROWNE
Publisher: A K PETERS
Total Pages:
Release: 2018-04
Genre:
ISBN: 9781138427549

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A comprehensive study of the connection game genre, Connection Games provides a survey of known connection games while exploring common themes and strategies. This book aims to impose some structure on this increasingly large family of games, and to define exactly what constitutes a connection game. Key games are examined in detail and complete rules for over 200 connection games and variants are provided. A connection game is a board game in which players vie to develop or complete a specific type of connection with their pieces. This might involve forming a path between two or more goals, completing a closed loop, or gathering all pieces together into a single connected group.


Connection Games

Connection Games
Author: Cameron Browne
Publisher: CRC Press
Total Pages: 414
Release: 2018-04-04
Genre: Mathematics
ISBN: 1000065332

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A comprehensive study of the connection game genre, Connection Games provides a survey of known connection games while exploring common themes and strategies. This book aims to impose some structure on this increasingly large family of games, and to define exactly what constitutes a connection game. Key games are examined in detail and complete rul


Mudcrack Y & Poly-Y

Mudcrack Y & Poly-Y
Author: Craige Schensted
Publisher:
Total Pages: 208
Release: 1975
Genre: Games & Activities
ISBN:

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Connected Gaming

Connected Gaming
Author: Yasmin B. Kafai
Publisher: MIT Press
Total Pages: 221
Release: 2024-03-19
Genre: Education
ISBN: 0262551551

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How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.


Games and Mathematics

Games and Mathematics
Author: David G. Wells
Publisher: Cambridge University Press
Total Pages: 257
Release: 2012-10-18
Genre: Games & Activities
ISBN: 1107024609

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A unique book providing a tour through the fascinating connections between mathematics and games.


Resonant Games

Resonant Games
Author: Eric Klopfer
Publisher: MIT Press
Total Pages: 267
Release: 2018-07-17
Genre: Games & Activities
ISBN: 0262037807

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Principles for designing educational games that integrate content and play and create learning experiences connecting to many areas of learners' lives. Too often educational videogames are narrowly focused on specific learning outcomes dictated by school curricula and fail to engage young learners. This book suggests another approach, offering a guide to designing games that integrates content and play and creates learning experiences that connect to many areas of learners' lives. These games are not gamified workbooks but are embedded in a long-form experience of exploration, discovery, and collaboration that takes into consideration the learning environment. Resonant Games describes twenty essential principles for designing games that offer this kind of deeper learning experience, presenting them in connection with five games or collections of games developed at MIT's educational game research lab, the Education Arcade. Each of the games—which range from Vanished, an alternate reality game for middle schoolers promoting STEM careers, to Ubiquitous Bio, a series of casual mobile games for high school biology students—has a different story, but all spring from these fundamental assumptions: honor the whole learner, as a full human being, not an empty vessel awaiting a fill-up; honor the sociality of learning and play; honor a deep connection between the content and the game; and honor the learning context—most often the public school classroom, but also beyond the classroom.


Coalition and Connection in Games

Coalition and Connection in Games
Author: Silviu Guiasu
Publisher: Elsevier
Total Pages: 165
Release: 2014-05-18
Genre: Mathematics
ISBN: 1483154084

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Coalition and Connection in Games: Problems of Modern Game Theory using Methods Belonging to Systems Theory and Information Theory focuses on coalition formation and on connections occurring in games, noting the use of mathematical models in the evaluation of processes involved in games. The book first takes a look at the process of strategy in playing games in which the conditional choices of players are noted. The sequence of decisions during the playing of games and observance of the rules are emphasized. The text also ponders on the mathematical tool of game theory in which the differences in the playing of games is seen as influenced by the number of players involved. The manuscript reviews how the von Neumann-Morgenstern theory is used in measuring the conditions on how games are played. The theory points out that games with more than two players call for the introduction of concepts and an instrument in comparison with two-person zero-sum games. The text also underscores the tendency of players to obtain a large share of the payoff, whether playing by themselves or participating in coalitions. The book is a fine reference for readers interested in the analysis of game theories.


Families at Play

Families at Play
Author: Sinem Siyahhan
Publisher: MIT Press
Total Pages: 213
Release: 2024-07-02
Genre: Education
ISBN: 0262552639

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How family video game play promotes intergenerational communication, connection, and learning. Video games have a bad reputation in the mainstream media. They are blamed for encouraging social isolation, promoting violence, and creating tensions between parents and children. In this book, Sinem Siyahhan and Elisabeth Gee offer another view. They show that video games can be a tool for connection, not isolation, creating opportunities for families to communicate and learn together. Like smartphones, Skype, and social media, games help families stay connected. Siyahhan and Gee offer examples: One family treats video game playing as a regular and valued activity, and bonds over Halo. A father tries to pass on his enthusiasm for Star Wars by playing Lego Star Wars with his young son. Families express their feelings and share their experiences and understanding of the world through playing video games like The Sims, Civilization, and Minecraft. Some video games are designed specifically to support family conversations around such real-world issues and sensitive topics as bullying and peer pressure. Siyahhan and Gee draw on a decade of research to look at how learning and teaching take place when families play video games together. With video games, they argue, the parents are not necessarily the teachers and experts; all family members can be both teachers and learners. They suggest video games can help families form, develop, and sustain their learning culture as well as develop skills that are valued in the twenty-first century workplace. Educators and game designers should take note.


Gamers in Love: A Relationship Guide for Couples Who Game Together

Gamers in Love: A Relationship Guide for Couples Who Game Together
Author: Dr. Ed Orin
Publisher: Orin Publishing
Total Pages: 256
Release: 2023-09-21
Genre: Family & Relationships
ISBN:

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Structured as a series of leveling-up stages, the book delves into crucial topics like communication, emotional intelligence, and personal boundaries, adapting general relationship advice into the specific context of gamer couples. Discover how gaming can enhance cognitive skills, provide unique bonding experiences, and even offer a metaphorical language for understanding each other's needs and desires. Yet, it also addresses the potential pitfalls, such as time management and conflict resolution, offering actionable strategies to keep your relationship vibrant and balanced. With humor, relatable anecdotes, and practical exercises, "Gamers in Love" invites you to interact with your relationship. Forget generic love advice; this is a romance guide for those who speak the language of gaming. By the end of this co-op adventure, you'll not only have navigated the complexities of love in the gaming age but also have the tools to turn your relationship into an epic love story for the ages.


Relation Algebras by Games

Relation Algebras by Games
Author: Robin Hirsch
Publisher: Gulf Professional Publishing
Total Pages: 722
Release: 2002-08-15
Genre: Mathematics
ISBN: 9780444509321

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In part 2, games are introduced, and used to axiomatise various classes of algebras. Part 3 discusses approximations to representability, using bases, relation algebra reducts, and relativised representations. Part 4 presents some constructions of relation algebras, including Monk algebras and the 'rainbow construction', and uses them to show that various classes of representable algebras are non-finitely axiomatisable or even non-elementary. Part 5 shows that the representability problem for finite relation algebras is undecidable, and then in contrast proves some finite base property results. Part 6 contains a condensed summary of the book, and a list of problems. There are more than 400 exercises. P The book is generally self-contained on relation algebras and on games, and introductory text is scattered throughout. Some familiarity with elementary aspects of first-order logic and set theory is assumed, though many of the definitions are given.-