A growing interest in the use of games-based approaches for learning has been tempered in many sectors by budget or time constraints associated with the design and development of detailed digital simulations and other high-end approaches. However, a number of practitioners and small creative groups have used low-cost, traditional approaches to games in learning effectively - involving simple card, board or indoor/outdoor activity games.New Traditional Games for Learning brings together examples of this approach, which span continents (UK, western and eastern Europe, the US, and Australia), sectors (education, training, and business) and learner styles or ages (primary through to adult and work-based learning or training). Together, the chapters provide a wealth of evidence-based ideas for the teacher, tutor, or trainer interested in using games for learning, but turned off by visible high-end examples.
An editors' introduction pulls the collection together, identifying shared themes and drawing on the editors' own research in the use of games for learning. The book concludes with a chapter by a professional board game designer, incorporating themes prevalent in the preceding chapters and reflecting on game design, development and marketing in the commercial sector, providing valuable practical advice for those who want to take their own creations further.
The Culture - a human/machine symbiotic society - has thrown up many great Game Players, and one of the greatest is Gurgeh. Jernau Morat Gurgeh. The Player of Games. Master of every board, computer and strategy. Bored with success, Gurgeh travels to the Empire of Azad, cruel and incredibly wealthy, to try their fabulous game ...a game so complex, so like life itself, that the winner becomes emperor. Mocked, blackmailed, almost murdered, Gurgeh accepts the game, and with it the challenge of his life - and very possibly his death.
Electronic, video and computer games have captured the interest of younger generation during the past years and have become the primary source of relaxation and fun for many. The public demand for choices in computer games has increased and there is a need to automate the process of game development. In this book we introduce a methodology for automated generation of entertaining games. The genres we address are board based games and video games. We use evolutionary algorithms to generate new and entertaining games using our proposed entertainment metrics as the fitness function.
Every area of the world can be mapped out for adventure, and brilliant babies love the sophistication of travelling by train.
This board book series by the husband and wife team of Haily and Kevin Meyers and illustrated by Hailey, celebrates the unique qualities of each place while employing a fun primer element to tell the story. These books will have you and baby seeing the world by train and will turn story time into a globe-trotting event. Perfect as a souvenir or as part of a geography collection for brilliant babies!
This book is a compilation of much of the material I used for various game theory courses over, roughly, the past two decades. The ?rst part, ThinkingStrategically, is intended for undergraduatestudents in economics or business, but can also serve as an introduction for the subsequent parts of the book. The second and third parts go deeper into the various topics treated in the ?rst part. These parts are intended for more mathematically oriented undergraduate students, or for graduate students in (for instance) economics. Part II is on noncooperative games and Part III on co- erative games. Part IV is only a mathematical tools chapter. Every chapter has a ?nal section with problems. Selected hints, answers, and solutions to these pr- lems are given at the end of the book. Complete solutions can be obtained from the author. The book claims neither originality nor completeness. As to originality, the material draws heavily on game theory texts developed by many others, often in collaboration. I mention in particular Jean Derks, Thijs Jansen, Andres Perea, Ton Storcken, Frank Thuijsman, Stef Tijs, Dries Vermeulen, and Koos Vrieze. I am also greatly indebted to a large numberof introductory, intermediate, and advancedtexts and textbookson game theory, and hope I have succeeded in giving suf?cient credit to the authors of these works in all relevant places.
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