This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply "Alex Trebek (host of Jeopardy) wearing a mask". By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.
Rigging for Games: A Primer for Technical Artists Using Maya and Python is not just another step-by-step manual of loosely related tutorials. Using characters from the video gameTin, it takes you through the real-world creative and technical process of rigging characters for video games and cinematics, allowing readers a complete inside look at a single project.
You'll explore new ways to write scripts and create modular rigs using Maya and Python, and automate and speed up the rigging process in your creative pipeline. Finally, you'll learn the most efficient ways of exporting your rigs into the popular game engine Unity. This is the practical, start-to-finish rigging primer you've been waiting for!
"Fundamentally, making games is designing with others, everyone contributing from different angles towards the best possible product. Conclusively, Garcia-Ruiz has chosen a collection of chapters that demonstrates several different aspects of working in gaming and working with others that stands to raise the level of expertise in the field." -Veronica Zammitto, Senior Lead Games User Research, Electronic Arts, Inc., from the Foreword Usability is about making a product easy to use while meeting the requirements of target users. Applied to video games, this means making the game accessible and enjoyable to the player. Video games with high usability are generally played efficiently and frequently while enjoying higher sales volumes. The case studies in this book present the latest interdisciplinary research and applications of games user research in determining and developing usability to improve the video game user experience at the human-computer interface level. Some of the areas examined include practical and ethical concerns in conducting usability testing with children, audio experiences in games, tangible and graphical game interfaces, controller testing, and business models in mobile gaming. Games User Research: A Case Study Approach provides a highly useful resource for researchers, practitioners, lecturers, and students in developing and applying methods for testing player usability as well as for conducting games user research. It gives the necessary theoretical and practical background for designing and conducting a test for usability with an eye toward modifying software interfaces to improve human-computer interaction between the player and the game.
This professional publication represents the broadest discussion of video collection development in libraries currently available. It provides detailed descriptions and discussions of resources, policies, concepts, and issues central to the practices of building and managing video collections in public, academic, school, and special libraries. Background discussions include the impact of video on society, the role of video in multi-type libraries, and the uses of video to meet special client needs. Also included are extensive listings of print, non-print, and institutional resources to assist librarians and educators in selecting, evaluating, and acquiring both mass market and independent video, as well as more elusive and specialized materials. This work fills a gap in the professional literature on the topic of video librarianship, giving both theoretical and practical information. Librarians and educators will gain knowledge on developing video collections in different types of libraries, the nature of the video market, and approaches for selecting materials.
You're It! is a brilliantly observed hop, skip and jump down memory lane; a celebration of the days when you used to get home from school, hop out of your school clothes, skip over to your best friend's house and jump around all afternoon until Mum called you in for tea. Nowadays, those classic - and universal - games of Hopscotch, Skipping, Bulldog and Hide and Seek are almost forgotten, rarely played, rarely passed on as generations come and go. With You're It! you can relive those fun and silly games in this beautifully illustrated, wonderfully nostalgic book celebrating the games we remember from our childhoods as well the days themselves.
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