Results for Computer games Programming.
Database: NoveList Plus
Databases:
NoveList Plus
Full Text
Peer Reviewed
MasterFILE Complete
Kids InfoBits
EBSCO eBook History Collection
EBSCO Read It!
Catalog Results:
Call #
J 794.8 R
Edition
First Adams Media trade paperback edition.
Descript.
256 pages : color illustrations ; 24 cm.
text txt rdacontent
unmediated n rdamedia
volume nc rdacarrier
Series
Note
Includes index.
Audience
Ages 9-11.
Grade 4 to 6.
Summary
"Understanding computer science is becoming a necessity in the modern age. The Everything Kids' Scratch Coding Book helps children get a head start on this new essential skill, with Scratch coding--a language designed by MIT specifically to help a younger audience learn to code. In no time, children will learn basic coding concepts, build fun games, and get a competitive edge on their classmates. This book encourages children to think analytically and problem-solve, while helping them develop an essential skill that will last them a lifetime"-- Provided by publisher.
Subject
Title
Scratch coding book
ISBN/ISSN
9781507207970 (pbk.)
1507207972 (pbk.)
Call #
J 794.8 G
Descript.
32 pages : color illustrations ; 27 cm.
text txt rdacontent
unmediated n rdamedia
volume nc rdacarrier
Series
Audience
Age 8-11.
Grade 4 to 6.
Bibliog.
Includes bibliographical references (page 31) and index.
Contents
Fun on the screen -- Early computer games -- Types of game -- Storyboards -- Game assets -- Game characters -- The game world -- Game rules and features -- Coding games -- Decision time! -- Controlling games -- Keeping score -- Testing and launching.
Summary
This entertaining book introduces readers to basic computer game design. Content covers key game features including game assets, such as characters, obstacles, and tools. Readers also learn about the types of code used for different actions including keeping score and changing difficulty levels. They gain experience creating and modifying code for different design purposes. Additional activities such as storyboarding, character and platform development prompts, and flowchart creation help guide readers through the game design process.
Subject
ISBN/ISSN
9780778736226 (reinforced library binding)
0778736229 (reinforced library binding)
9780778736332 (pbk.)
0778736334 (pbk.)
Call #
794.8 A
Edition
First edition.
Descript.
vi, 264 pages ; 25 cm
text txt rdacontent
unmediated n rdamedia
volume nc rdacarrier
Summary
"Tetris is perhaps the most instantly recognizable, popular video game ever made. Sales of authorized copies total near $1 billion to date, and that is just a fraction of the money made from knockoffs and pirated versions. Based on an obscure board game, it was designed for early computers, became a hit on TV consoles, and soared in popularity with handheld devices like the Game Boy. Today it lives on in smartphones, tablets, and laptops. All this despite the fact--or perhaps because of it--that it has no superhero to merchandise and no story to dramatize. Tetris is abstraction translated to bytes, a puzzle game in its purest form. Yet its origin story is so improbable that it's amazing that any of us ever played the game. In this surprising and entertaining book, tech reporter Dan Ackerman explains how a Soviet programmer named Alexey Pajitnov was struck with inspiration as a teenager, then meticulously worked for years to bring the game he had envisioned to life. Despite the archaic machines (outdated even for their era) that Pajitnov worked with and the fact that he had to develop the game after-hours on his own time, Tetris worked its way first through his office, and then out of it, entrancing player after player with its hypnotic shapes. It became almost a metaphor for the late Soviet era, with the kinetic energy of commerce pushing ever harder against the walls put up by the government. British, American, and Japanese moguls saw the game's potential and worked, often unscrupulously, to beat each other in the race to sell the game. Ackerman tells the story of these men and their maneuvers, and how the game made it to consumers' hands in the United States on a Game Boy screen in 1989"-- Provided by publisher.
Bibliog.
Includes bibliographical references (pages 247-249) and index.
Contents
The great race -- Alexey Leonidovich Pajitnov -- Coming to America -- The first blocks -- The black onyx -- Going viral -- Bonus level 1: This is your brain on Tetris -- From behind the Iron Curtain -- Into the mirror -- The Russians are coming -- "A diabolical plot" -- Welcome to ELORG -- Tetris takes Las Vegas -- Bonus level 2: Tetris into infinity -- A bulletproof deal -- A secret plan -- The gathering storm -- The big bet -- Enemies at the gate -- "Meet at the chicken" -- A tale of two Tetrises -- Bonus level 3: the cognitive vaccine -- Epilogue: The final bricks.
Subject
ISBN/ISSN
9781610396110 (hardback)
1610396111 (hardback)
Related Searches:
Loading
Loading Tags...

Loading This page is loading...

Back to top