Balance Math and More! Level 1
Author : Robert Femiano
Publisher :
Page : 48 pages
File Size : 41,30 MB
Release : 2012-01-30
Category : Mathematical recreations
ISBN : 9781601442765
Author : Robert Femiano
Publisher :
Page : 48 pages
File Size : 41,30 MB
Release : 2012-01-30
Category : Mathematical recreations
ISBN : 9781601442765
Author : Robert Femiano
Publisher :
Page : 48 pages
File Size : 50,98 MB
Release : 2011-08-31
Category :
ISBN : 9781601442277
Author : Robert Femiano
Publisher :
Page : 48 pages
File Size : 35,7 MB
Release : 2010-09-16
Category : Mathematical recreations
ISBN : 9781601442789
Author : Linda Brumbaugh
Publisher :
Page : 48 pages
File Size : 47,94 MB
Release : 2013-12-11
Category : Mathematics
ISBN : 9781601441973
Author : Ian Schreiber
Publisher : CRC Press
Page : 806 pages
File Size : 29,24 MB
Release : 2021-08-16
Category : Computers
ISBN : 1498799582
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory. Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers. FEATURES The first and only book to explore game balance as a topic in depth Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation Written by award-winning designers with decades of experience in the field Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006. Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
Author : Angela O'Dell
Publisher : New Leaf Publishing Group
Page : 42 pages
File Size : 23,1 MB
Release : 2016-04-06
Category : Juvenile Nonfiction
ISBN : 0890519234
Have you ever noticed that we tend to compartmentalize when teaching our children? In real life, there aren’t artificial barriers between “subjects.” For example, when you are cooking or baking, you have to use the skills of reading, logical thinking, and measuring, just to name a few. In driving a car, you see and read road signs, read maps, and count miles. It has become quite clear that there is an abundance of math curriculums available that are nothing but monotonous drill sheets dressed up in pretty colors. Pretty colors do not make a living book. Content, story, and the ability to show math in real life make a living math book. Math Level 1: Teach math lessons through the creative means of a life storyProvides a link for the downloadable answer keyHas a scope and sequence that contains learning numbers 0 to 100, circles and patterns, counting and addition, days of the week, and telling time. This book was written to be used by you and your young student together. It is the story of a twin brother and sister, Charlie and Charlotte, who are visiting their grandparents’ farm. They soon learn that the farm is full of learning opportunities! As you read their story, your students will be drawn into the adventure along with the twins. They will learn about numbers, shapes, place value, adding, and subtracting. They will also learn about gardening, baby animals on the farm, nature, and the love of family. They will hear exciting stories from Grandpa and Grandma, and they will be invited to join the twins on their living math adventures. We hope you have a grand time on this adventure!
Author : John Hattie
Publisher : Corwin Press
Page : 209 pages
File Size : 48,18 MB
Release : 2016-09-15
Category : Education
ISBN : 1506362958
Selected as the Michigan Council of Teachers of Mathematics winter book club book! Rich tasks, collaborative work, number talks, problem-based learning, direct instruction...with so many possible approaches, how do we know which ones work the best? In Visible Learning for Mathematics, six acclaimed educators assert it’s not about which one—it’s about when—and show you how to design high-impact instruction so all students demonstrate more than a year’s worth of mathematics learning for a year spent in school. That’s a high bar, but with the amazing K-12 framework here, you choose the right approach at the right time, depending upon where learners are within three phases of learning: surface, deep, and transfer. This results in "visible" learning because the effect is tangible. The framework is forged out of current research in mathematics combined with John Hattie’s synthesis of more than 15 years of education research involving 300 million students. Chapter by chapter, and equipped with video clips, planning tools, rubrics, and templates, you get the inside track on which instructional strategies to use at each phase of the learning cycle: Surface learning phase: When—through carefully constructed experiences—students explore new concepts and make connections to procedural skills and vocabulary that give shape to developing conceptual understandings. Deep learning phase: When—through the solving of rich high-cognitive tasks and rigorous discussion—students make connections among conceptual ideas, form mathematical generalizations, and apply and practice procedural skills with fluency. Transfer phase: When students can independently think through more complex mathematics, and can plan, investigate, and elaborate as they apply what they know to new mathematical situations. To equip students for higher-level mathematics learning, we have to be clear about where students are, where they need to go, and what it looks like when they get there. Visible Learning for Math brings about powerful, precision teaching for K-12 through intentionally designed guided, collaborative, and independent learning.
Author : Robert Femiano
Publisher :
Page : 48 pages
File Size : 35,76 MB
Release : 2013-01-02
Category : Mathematical recreations
ISBN : 9781601442772
Author : Sandra Parks
Publisher :
Page : 332 pages
File Size : 30,27 MB
Release : 1984
Category : Education
ISBN : 9780894553011
Provides an ... effective tool for implementing analysis skills ... necessary for success in all academic disciplines.
Author : Doug Brumbaugh
Publisher :
Page : 264 pages
File Size : 26,63 MB
Release : 2008-03-11
Category :
ISBN : 9781601441829