General Word Play: Revised Edition


Book Description

Mempelajari bahasa adalah layaknya menekuni sebuah seni keterampilan yang mengharuskan kita untuk banyak berlatih dan bersentuhan dengan bahasa tersebut. Bahasa Inggris adalah salah satu bahasa yang banyak dibutuhkan dalam konteks kekinian tanpa melihat usia baik anak-anak, remaja, ataupun dewasa. Selama ini, bahasa Inggris banyak dipelajari lewat buku-buku tekstual yang banyak kita jumpai di dunia pendidikan. Belajar bahasa Inggris dengan game (permainan) merupakan salah satu cara yang manjur untuk mengatasi kesulitan siswa dalam belajar. Lewat buku seri word play ini, siswa dapat menguasai banyak kosa kata bahasa Inggris lewat sebuah permainan yang sederhana dan tidak rumit sehingga belajar pun menjadi lebih menggairahkan. Buku ini menyajikan: 1. Word play yang disusun secara sistematis dan tematis, 2. Penyampainan bahasa yang sederhana, 3. Disertai kunci jawaban, dan 4. Ada english wise words.




Thematic Word Play: Revised Edition


Book Description

Mempelajari bahasa adalah layaknya menekuni sebuah seni keterampilan yang mengharuskan kita untuk banyak berlatih dan bersentuhan dengan bahasa tersebut. Bahasa Inggris adalah salah satu bahasa yang banyak dibutuhkan dalam konteks kekinian tanpa melihat usia baik anak-anak, remaja, ataupun dewasa. Selama ini, bahasa Inggris banyak dipelajari lewat buku-buku tekstual yang banyak kita jumpai di dunia pendidikan. Belajar bahasa Inggris dengan game (permainan) merupakan salah satu cara yang manjur untuk mengatasi kesulitan siswa dalam belajar. Lewat buku seri word play ini, siswa dapat menguasai banyak kosa kata bahasa Inggris lewat sebuah permainan yang sederhana dan tidak rumit sehingga belajar pun menjadi lebih menggairahkan. Buku ini menyajikan: 1. Word play yang disusun secara sistematis dan tematis, 2. Penyampainan bahasa yang sederhana, 3. Disertai kunci jawaban, dan 4. Ada english wise words.




Word Play


Book Description

Why do certain words make us blush or wince? Why do men and women really speak different languages? Why do nursery rhymes in vastly different societies possess similar rhyme and rhythm patterns? What do slang, riddles and puns secretly have in common? This erudite yet irresistibly readable book examines the game of language: its players, strategies, and hidden rules. Drawing on the most fascinating linguistic studies—and touching on everything from the Marx Brothers to linguistic sexism, from the phenomenon of glossolalia to Apache names for automobile parts—Word Play shows what really happens when people talk, no matter what language they happen to be using.




The Magic Circle: Principles of Gaming & Simulation


Book Description

The purpose of this unique book is to outline the core of game science by presenting principles underlying the design and use of games and simulations. Game science covers three levels of discourse: the philosophy of science level, the science level, and the application or practical level. The framework presented will help to grasp the interplay between forms of knowledge and knowledge content, interplay that evolves through the action of the players. Few scientists have witnessed such a radical change in their area of research and practice as those who engaged in play and gaming since the 1950s. Since that time game scientists from a whole variety of disciplines started adopting gaming and simulation methods in their research. Rapid advances in information technology and computer science are producing a tool rich environment for the design and use of games, and for humanities studies of games as digital arts and interactive narratives. Game science is advancing through these waves of change, driven by the digital computer game industry, enhanced through computer and information science, as well as through advances in professional gaming such as in education, public and business management, policy development, health care, eco-systems management, and so on. When asking game scientists about the core of their science, one should expect to hear diverging answers. The common questions about the core of game and play are not new. They refer to: What is the meaning of game and play? What is real and what is virtual reality? How could we build simple and effective games from complex social systems? Are we able to bring forward a general theory of games? Are we able to help players (social actors) to find smart solutions and approaches to complex issues? How do games enhance learning and how do they improve our thinking capacity and action repertoire? Current answers to these questions are scattered and inadequate. This book offers a frame-of-reference that will enlighten the characteristics of particular games and simulations from a common perspective. The author pays less attention to instrumental reasoning than on theoretical and methodological questions. Answers will provide a suitable context for addressing design science and analytical science approaches to artifact design and assessment, and theory development and testing. Due to the high diversity of approaches that game science has to accommodate the author chooses an interdisciplinary and where appropriate a meta-disciplinary approach.