The Guy Who Invented Home Video Games
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Author |
: Mary Kay Carson |
Publisher |
: Enslow Publishing, LLC |
Total Pages |
: 14 |
Release |
: 2012-01-01 |
ISBN-10 |
: 9780766044203 |
ISBN-13 |
: 0766044203 |
Rating |
: 4/5 (03 Downloads) |
Synopsis Who Invented Home Video Games? Ralph Baer by : Mary Kay Carson
There are few kids who don't enjoy home video games, but do they know who invented the first one? Readers learn about Ralph Baer's life and the first home video games ever made. Readers will invent their own game, too.
Author |
: Ralph H. Baer |
Publisher |
: |
Total Pages |
: 292 |
Release |
: 2005 |
ISBN-10 |
: STANFORD:36105121884238 |
ISBN-13 |
: |
Rating |
: 4/5 (38 Downloads) |
Synopsis Videogames by : Ralph H. Baer
Author |
: Marcie Wessels |
Publisher |
: Sterling Children's Books |
Total Pages |
: 0 |
Release |
: 2020 |
ISBN-10 |
: 1454932597 |
ISBN-13 |
: 9781454932598 |
Rating |
: 4/5 (97 Downloads) |
Synopsis The Boy Who Thought Outside the Box by : Marcie Wessels
"A picture book biography of Ralph Baer, nicknamed "The Father of Videogames," which shows how a great inventor found a way to transform the early television set into a vehicle for gaming"--
Author |
: Edwin Brit Wyckoff |
Publisher |
: Enslow Publishing, LLC |
Total Pages |
: 38 |
Release |
: 2010-01-01 |
ISBN-10 |
: 076603450X |
ISBN-13 |
: 9780766034501 |
Rating |
: 4/5 (0X Downloads) |
Synopsis The Guy Who Invented Home Video Games by : Edwin Brit Wyckoff
"Read about Ralph Baer and find out how he invented the first video games"--Provided by publisher.
Author |
: Brett Weiss |
Publisher |
: McFarland |
Total Pages |
: 828 |
Release |
: 2012-11-12 |
ISBN-10 |
: 9781476601410 |
ISBN-13 |
: 1476601410 |
Rating |
: 4/5 (10 Downloads) |
Synopsis Classic Home Video Games, 1985-1988 by : Brett Weiss
A follow up to 2007's Classic Home Video Games, 1972-1984, this reference work provides detailed descriptions and reviews of every U.S.-released game for the Nintendo NES, the Atari 7800, and the Sega Master System, all of which are considered among the most popular video game systems ever produced. Organized alphabetically by console brand, each chapter includes a description of the game system followed by substantive entries for every game released for that console. Video game entries include publisher/developer data, release year, gameplay information, and, typically, the author's critique. A glossary provides a helpful guide to the classic video game genres and terms referenced throughout the work, and a preface provides a comparison between the modern gaming industry and the industry of the late 1980s.
Author |
: Leonard Herman |
Publisher |
: |
Total Pages |
: 342 |
Release |
: 1997 |
ISBN-10 |
: STANFORD:36105029061319 |
ISBN-13 |
: |
Rating |
: 4/5 (19 Downloads) |
Synopsis Phoenix by : Leonard Herman
Author |
: Dustin Hansen |
Publisher |
: Macmillan |
Total Pages |
: 369 |
Release |
: 2016-11-22 |
ISBN-10 |
: 9781250080950 |
ISBN-13 |
: 1250080959 |
Rating |
: 4/5 (50 Downloads) |
Synopsis Game On! by : Dustin Hansen
"A middle-grade nonfiction book about the history and impact on pop culture of video games"--
Author |
: Kate Hannigan |
Publisher |
: Knopf Books for Young Readers |
Total Pages |
: 49 |
Release |
: 2022-05-03 |
ISBN-10 |
: 9780593306710 |
ISBN-13 |
: 0593306716 |
Rating |
: 4/5 (10 Downloads) |
Synopsis Blips on a Screen by : Kate Hannigan
An engaging picture book biography based on the incredible true story of a Jewish refugee who pioneered home video games and launched a worldwide obsession. Do you ever wonder how video gaming was invented? What came before your PlayStation or Xbox? This is the story of Ralph Baer, a refugee from Nazi Germany, who used his skills--and a lot of ingenuity and persistence--to make life a little more fun. Television was new when Ralph returned from serving in World War II, but he didn't settle for watching TV. He knew it could be even more fun if you could play with it. He tinkered and tested, got help and rejected, but with perseverance and skill, he made his vision come true! This is the inspiring story of a fearless inventor who made TV video games a reality.
Author |
: David Paris |
Publisher |
: Teacher Created Materials |
Total Pages |
: 51 |
Release |
: 2016-08-01 |
ISBN-10 |
: 9781493835942 |
ISBN-13 |
: 1493835947 |
Rating |
: 4/5 (42 Downloads) |
Synopsis History of Video Games by : David Paris
Highlighting important milestones in video game history, this informational text examines the history of video games, from the very first computer game created in 1940, to modern-day games created for mobile platforms. Developed by Timothy Rasinski and Lori Oczkus, this book includes essential text features like an index, captions, glossary, and table of contents. The detailed sidebars, fascinating images, and Dig Deeper section prompt students to connect back to the text and encourage multiple readings. Check It Out! includes suggested resources for further reading. Aligned with state standards, this title features complex content appropriate for students preparing for college and career readiness.
Author |
: Jeremiah McCall |
Publisher |
: Routledge |
Total Pages |
: 198 |
Release |
: 2013-06-17 |
ISBN-10 |
: 9781136832093 |
ISBN-13 |
: 1136832092 |
Rating |
: 4/5 (93 Downloads) |
Synopsis Gaming the Past by : Jeremiah McCall
Despite the growing number of books designed to radically reconsider the educational value of video games as powerful learning tools, there are very few practical guidelines conveniently available for prospective history and social studies teachers who actually want to use these teaching and learning tools in their classes. As the games and learning field continues to grow in importance, Gaming the Past provides social studies teachers and teacher educators help in implementing this unique and engaging new pedagogy. This book focuses on specific examples to help social studies educators effectively use computer simulation games to teach critical thinking and historical analysis. Chapters cover the core parts of conceiving, planning, designing, and implementing simulation based lessons. Additional topics covered include: Talking to colleagues, administrators, parents, and students about the theoretical and practical educational value of using historical simulation games. Selecting simulation games that are aligned to curricular goals Determining hardware and software requirements, purchasing software, and preparing a learning environment incorporating simulations Planning lessons and implementing instructional strategies Identifying and avoiding common pitfalls Developing activities and assessments for use with simulation games that facilitate the interpretation and creation of established and new media Also included are sample unit and lesson plans and worksheets as well as suggestions for further reading. The book ends with brief profiles of the majority of historical simulation games currently available from commercial vendors and freely on the Internet.