Computer Fun for Everyone


Book Description

The fast, fun way to become a computer whiz! Do you love drawing, writing, or just playing games? Now you can have an even better time doing them on your computer. With the amazing activities in this book, you can become a spy, a newspaper reporter, even a comic book illustrator. And you can do it on any computer. With the click of a mouse and this fun-filled book, you will be able to draw pictures and create graphics, design books and a newspaper, exchange secret codes and write stories with your friends, and more—all without buying any special programs! You can also learn how to: Publish your own newspaper—complete with pictures Print play money (don't try to spend it!) Create mazes, puzzles, and word games Invent all sorts of new computer projects of your own Draw maps for treasure hunts Chat with your friends through circular E-mail And more! So what are you waiting for? Start having more fun with your computer today!




Basic Computer Games


Book Description




But how Do it Know?


Book Description

This book thoroughly explains how computers work. It starts by fully examining a NAND gate, then goes on to build every piece and part of a small, fully operational computer. The necessity and use of codes is presented in parallel with the apprioriate pieces of hardware. The book can be easily understood by anyone whether they have a technical background or not. It could be used as a textbook.




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


Book Description

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.




The Last Lecture


Book Description

The author, a computer science professor diagnosed with terminal cancer, explores his life, the lessons that he has learned, how he has worked to achieve his childhood dreams, and the effect of his diagnosis on him and his family.




Play Anything


Book Description

How filling life with play-whether soccer or lawn mowing, counting sheep or tossing Angry Birds -- forges a new path for creativity and joy in our impatient age Life is boring: filled with meetings and traffic, errands and emails. Nothing we'd ever call fun. But what if we've gotten fun wrong? In Play Anything, visionary game designer and philosopher Ian Bogost shows how we can overcome our daily anxiety; transforming the boring, ordinary world around us into one of endless, playful possibilities. The key to this playful mindset lies in discovering the secret truth of fun and games. Play Anything, reveals that games appeal to us not because they are fun, but because they set limitations. Soccer wouldn't be soccer if it wasn't composed of two teams of eleven players using only their feet, heads, and torsos to get a ball into a goal; Tetris wouldn't be Tetris without falling pieces in characteristic shapes. Such rules seem needless, arbitrary, and difficult. Yet it is the limitations that make games enjoyable, just like it's the hard things in life that give it meaning. Play is what happens when we accept these limitations, narrow our focus, and, consequently, have fun. Which is also how to live a good life. Manipulating a soccer ball into a goal is no different than treating ordinary circumstances- like grocery shopping, lawn mowing, and making PowerPoints-as sources for meaning and joy. We can "play anything" by filling our days with attention and discipline, devotion and love for the world as it really is, beyond our desires and fears. Ranging from Internet culture to moral philosophy, ancient poetry to modern consumerism, Bogost shows us how today's chaotic world can only be tamed-and enjoyed-when we first impose boundaries on ourselves.




Scouting


Book Description

Published by the Boy Scouts of America for all BSA registered adult volunteers and professionals, Scouting magazine offers editorial content that is a mixture of information, instruction, and inspiration, designed to strengthen readers' abilities to better perform their leadership roles in Scouting and also to assist them as parents in strengthening families.




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Computer Recreation for Everyone


Book Description

This book describes the history of video games and shows their evolution to the present. We survey a variety of common vintage Atari and Coleco games that can be used as part of a computer recreation plan for the disabled, senior citizens, and anyone else who wants to have fun. We also discuss some developments resulting from some computer games that were operated with electrodes for people with persistent vegetative state, spinal chord injured, and comatose. There are also some fascinating computer simulations used with doctors to help people recover from fear of driving, fear of height, and to distract them from pain experienced from severe burns. We also survey recreational/communication games in the Middle East.




The Best of 2600, Collector's Edition


Book Description

In response to popular demand, Emmanuel Goldstein (aka, Eric Corley) presents a spectacular collection of the hacker culture, known as 2600: The Hacker Quarterly, from a firsthand perspective. Offering a behind-the-scenes vantage point, this book provides devoted fans of 2600 a compilation of fascinating—and controversial—articles. Cult author and hacker Emmanuel Goldstein has collected some of the strongest, most interesting, and often provocative articles that chronicle milestone events and technology changes that have occurred over the last 24 years. He divulges author names who were formerly only known as “anonymous” but have agreed to have their identity revealed. The accompanying CD-ROM features the best episodes of Goldstein’s “Off the Hook” radio shows. Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.