Basic Computer Games

Basic Computer Games
Author: David H. Ahl
Publsiher: Unknown
Total Pages: 185
Release: 1981
Genre: BASIC (Computer program language)
ISBN: OCLC:28877106

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Computer Games and Instruction

Computer Games and Instruction
Author: J. D. Fletcher,Sigmund Tobias
Publsiher: IAP
Total Pages: 565
Release: 2011-05-01
Genre: Technology & Engineering
ISBN: 9781617354106

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There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. Computer Games and Instruction is intended for these educators and trainers. It reviews the research evidence supporting use of computer games, for instruction, and also reviews the history of games in general, in education, and by the military. In addition chapters examine gender differences in game use, and the implications of games for use by lower socio-economic students, for students’ reading, and for contemporary theories of instruction. Finally, well known scholars of games will respond to the evidence reviewed.

Computer Games for Learning

Computer Games for Learning
Author: Richard E. Mayer
Publsiher: MIT Press
Total Pages: 303
Release: 2014-07-11
Genre: Education
ISBN: 9780262027571

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A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.

Computer Games

Computer Games
Author: Blair Carter
Publsiher: Nova Publishers
Total Pages: 182
Release: 2002
Genre: Games & Activities
ISBN: 1590335260

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Lists the most significant writings on computer games, including works that cover recent advances in gaming and the substantial academic research that goes into devising and improving computer games.

Big Computer Games

Big Computer Games
Author: David H. Ahl
Publsiher: Unknown
Total Pages: 0
Release: 2022-07-02
Genre: Electronic Book
ISBN: 1387853988

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Third in the Creative Computing series of best-selling computer games books, Big Computer Games contains 12 challenging games for solo and group play - Lost & Forgotten Island, Trucker, Dukedom, Cribbage, Star Merchant, Mu-Torere, Streets of the City, Eliza, Presidential Campaign, Monster Combat, Survival, and Rollercoaster. Also included are sections on how to write your own adventure game and how to integrate action video with your computer games. This "Enhanced Edition" has a new preface from David H. Ahl. Program listings, sample runs, and descriptions are presented with each game, and all games are written in standard Microsoft Basic, which is adaptable to most micro-computers. David H. Ahl is the editor-in-chief and founder of Creative Computing magazine

The A Z of Cool Computer Games

The A Z of Cool Computer Games
Author: Jack Railton
Publsiher: Allison and Busby
Total Pages: 0
Release: 2005
Genre: Computer games
ISBN: 0749082062

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Entertaining and diverse computational nostalgia for every computer nerd on your gift list!

Create Computer Games

Create Computer Games
Author: Patrick McCabe
Publsiher: John Wiley & Sons
Total Pages: 256
Release: 2017-11-30
Genre: Juvenile Nonfiction
ISBN: 9781119404224

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PUT DOWN YOUR CONTROLLER Why just play videogames when you can build your own game? Follow the steps in this book to learn a little about code, build a few graphics, and piece together a real game you can share with your friends. Who knows? What you learn here could help you become the next rock-star video- game designer. So set your controller aside and get ready to create! Decipher the code – build some basic knowledge of how computer code drives videogames Get animated – create simple graphics and learn how to put them in motion Update a classic – put your knowledge together to put your modern twist on a classic game

Computer Games and the Social Imaginary

Computer Games and the Social Imaginary
Author: Graeme Kirkpatrick
Publsiher: Polity
Total Pages: 229
Release: 2013-10-07
Genre: Games & Activities
ISBN: 9780745641102

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Computer games have fundamentally altered the relation of self and society in the digital age. Analysing topics such as technology and power, the formation of gaming culture and the subjective impact of play with computer games, this text will be of great interest to students and scholars of digital media, games studies and the information society.