Circle And Square Game


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Mathematical Circle Diaries, Year 1


Mathematical Circle Diaries, Year 1

Author: Anna Burago

language: en

Publisher: American Mathematical Soc.

Release Date: 2013


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Early middle school is a great time for children to start their mathematical circle education. This time is a period of curiosity and openness to learning. The thinking habits and study skills acquired by children at this age stay with them for a lifetime. Mathematical circles, with their question-driven approach and emphasis on creative problem-solving, have been rapidly gaining popularity in the United States. The circles expose children to the type of mathematics that stimulates development of logical thinking, creativity, analytical abilities and mathematical reasoning. These skills, while scarcely touched upon at school, are in high demand in the modern world. This book contains everything that is needed to run a successful mathematical circle for a full year. The materials, distributed among 29 weekly lessons, include detailed lectures and discussions, sets of problems with solutions, and contests and games. In addition, the book shares some of the know-how of running a mathematical circle. The curriculum, which is based on the rich and long-standing Russian math circle tradition, has been modified and adapted for teaching in the United States. For the past decade, the author has been actively involved in teaching a number of mathematical circles in the Seattle area. This book is based on her experience and on the compilation of materials from these circles. The material is intended for students in grades 5 to 7. It can be used by teachers and parents with various levels of expertise who are interested in teaching mathematics with the emphasis on critical thinking. Also, this book will be of interest to mathematically motivated children. In the interest of fostering a greater awareness and appreciation of mathematics and its connections to other disciplines and everyday life, MSRI and the AMS are publishing books in the Mathematical Circles Library series as a service to young people, their parents and teachers, and the mathematics profession.

Sony Playstation 2


Sony Playstation 2

Author: Hank Schlesinger

language: en

Publisher: St. Martin's Paperbacks

Release Date: 2016-03-15


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The future of video games has arrived-now get the most out of it! The Sony Playstation 2 is a marvel of modern technology. Aside from providing the most intense video game graphics on the market, the PS2 can play DVDs, link you up to the Internet, and allow you to play both the newer PS2 games and your favorite classics. With so many possibilities, where do you start? Hank Schlesinger's Playstation 2: The Unofficial Guide helps you navigate the vast, electrifying world of Playstation 2, from maximizing your multi-functioning console, to providing awesome tips, hints, and tricks for mastering the newest Playstation games, as well as ways to win at your favorite classics. You'll also find dozens of reviews, guides, and ratings for sports, adventure, and role-playing games, plus a whole lot more-all written in simple, player-friendly language.

Works of Game


Works of Game

Author: John Sharp

language: en

Publisher: MIT Press

Release Date: 2015-03-06


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An exploration of the relationship between games and art that examines the ways that both gamemakers and artists create game-based artworks. Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes—to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art. Sharp describes three communities of practice and offers case studies for each. “Game Art,” which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. “Artgames,” created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, “Artists' Games”—with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman—represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.