Search Results: 49 books from 10 publishers. Learn more

The Economics of a Video Game

Kathryn Hulick (author)

Publisher: Crabtree Publishing Company ISBN: 9781427179845

The video game is fresh out of the packaging, but what happened before that to get that game into your hands? The Economics of a Video Game takes a fascinating look at the production process and financing of a video game. Various links in the economic chain include development of a prototype, pitching the game to a publisher for funding, development of the software by designers and programmers, testing, advertising, trade shows demonstrations, packaging, and distribution.

The True Cost of Toys

Mary Colson (author)

Publisher: Crabtree Publishing Company ISBN: 9781427182111

In this interesting title, readers learn about the process of manufacturing toys and the materials that are used. Environmental issues and working conditions are revealed, shedding new light on where todays childrens favorite toys come from. Readers will also learn about new efforts companies are making to provide their workers with fair wages and safe working conditions around the world.

What Kind of Sports Pro Are You?

Brooke Rowe (author)

Publisher: Cherry Lake Publishing ISBN: 9781634700900

Readers will enjoy exploring hidden aspects of their personality as they discover what kind of sports pro they are in this engaging quiz book. Written in the high-low format, this book has a HIGH interest level to appeal to a more mature audience but maintains a LOW level of complexity and clear visuals to help struggling readers along. Best Quiz Ever: What Kind of Sports Pro Are You? includes fun questions to share with friends as well as trivia throughout the book. A perfect read for the classroom, library, sleepovers, or reading resource rooms. A table of contents, glossary with simplified pronunciations, and index all enhance comprehension.

What Pet Should You Get?

Brooke Rowe (author)

Publisher: Cherry Lake Publishing ISBN: 9781634700887

Readers will enjoy exploring hidden aspects of their personality as they discover their best pet choice in this engaging quiz book. Written in the high-low format, this book has a HIGH interest level to appeal to a more mature audience but maintains a LOW level of complexity and clear visuals to help struggling readers along. Best Quiz Ever: What Pet Should You Get? includes fun questions to share with friends as well as trivia throughout the book. A perfect read for the classroom, library, sleepovers, or reading resource rooms. A table of contents, glossary with simplified pronunciations, and index all enhance comprehension.

What's Your Perfect Vacation?

Brooke Rowe (author)

Publisher: Cherry Lake Publishing ISBN: 9781634700917

Readers will enjoy exploring hidden aspects of their personality as they discover their perfect vacation in this engaging quiz book. Written in the high-low format, this book has a HIGH interest level to appeal to a more mature audience but maintains a LOW level of complexity and clear visuals to help struggling readers along. Best Quiz Ever: What's Your Perfect Vacation includes fun questions to share with friends as well as trivia throughout the book. A perfect read for the classroom, library, sleepovers, or reading resource rooms. A table of contents, glossary with simplified pronunciations, and index all enhance comprehension.

What's Your Dream Job?

Brooke Rowe (author)

Publisher: Cherry Lake Publishing ISBN: 9781634700894

Readers will enjoy exploring hidden aspects of their personality as they discover their dream job in this engaging quiz book. Written in the high-low format, this book has a HIGH interest level to appeal to a more mature audience but maintains a LOW level of complexity and clear visuals to help struggling readers along. Best Quiz Ever: What's Your Dream Job includes fun questions to share with friends as well as trivia throughout the book. A perfect read for the classroom, library, sleepovers, or reading resource rooms. A table of contents, glossary with simplified pronunciations, and index all enhance comprehension.

What Creature Are You Most Like?

Brooke Rowe (author)

Publisher: Cherry Lake Publishing ISBN: 9781634700924

Readers will enjoy exploring hidden aspects of their personality as they discover what creature they are most like in this engaging quiz book. Written in the high-low format, this book has a HIGH interest level to appeal to a more mature audience but maintains a LOW level of complexity and clear visuals to help struggling readers along. Best Quiz Ever: What Creature Are You Most Like? includes fun questions to share with friends as well as trivia throughout the book. A perfect read for the classroom, library, sleepovers, or reading resource rooms. A table of contents, glossary with simplified pronunciations, and index all enhance comprehension.

What Club Should You Try?

Brooke Rowe (author)

Publisher: Cherry Lake Publishing ISBN: 9781634700870

Readers will enjoy exploring hidden aspects of their personality as they discover what kind of club would interest them the most in this engaging quiz book. Written in the high-low format, this book has a HIGH interest level to appeal to a more mature audience but maintains a LOW level of complexity and clear visuals to help struggling readers along. Best Quiz Ever: What Club Should You Try? includes fun questions to share with friends as well as trivia throughout the book. A perfect read for the classroom, library, sleepovers, or reading resource rooms. A table of contents, glossary with simplified pronunciations, and index all enhance comprehension.

Asking Questions about Video Games

Marie Powell (author)

Publisher: Cherry Lake Publishing ISBN: 9781633625235

The world of gaming has changed a lot since the days of Pong and PacMan. Asking Questions about Video Games gives young readers a look at the technology behind today's games, the messages they send, and what they say about our values as a culture. Case studies prompt inquiry, further thinking, and close examination of specific issues. Additional text features and search tools, including a glossary and an index, help students locate information and learn new words.

Video Game Designer

Kevin Cunningham (author)

Publisher: Cherry Lake Publishing ISBN: 9781633627475

Readers will learn what it takes to succeed as a video game designer. The book also explains the necessary educational steps, useful character traits, potential hazards, and daily job tasks related to this career. Sidebars include thought-provoking trivia. Questions in the backmatter ask for text-dependent analysis. Photos, a glossary, and additional resources are included.

Video Game Designer

Kevin Cunningham (author)

Publisher: Cherry Lake Publishing ISBN: 9781602794443

Introduces readers to the cool career of video game designer by giving a better understanding of this cool job.

Video Gaming

Trudi Strain Trueit (author)

Publisher: Cherry Lake Publishing ISBN: 9781602793675

Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.

Nintendo

Sara Green (author)

Publisher: Bellwether Media Inc. ISBN: 9781681031750

From the arcade to the home, Nintendo brings adventure and innovation to the gaming world. The plumber with overalls and a red hat is one of the brands most well-known characters. Eager readers can uncover the origins of Mario and all his friends in this title about Nintendo.

Nerf

Sara Green (author)

Publisher: Bellwether Media Inc. ISBN: 9781681031743

Nearly fifty years ago, Reyn Guyer created the original Nerf ball. The lightweight toy appealed to many because it couldn't cause any damage! Since then, Nerf has blasted its way to becoming one of Hasbros top brands. Learn more about the evolution of Nerf in this fun book for active minds.

Makerspaces

Emily Puckett Rodgers, Samantha Roslund (author)

Publisher: Cherry Lake Publishing ISBN: 9781624312076

Makers often come together to form communities where they can exchange ideas and equipment. Readers will set foot in some of the world's most interesting makerspaces and see what kinds of tools makers use to create their projects. They will also learn how to find makerspaces of their own.

Maker Faire

Samantha Roslund Kristin Fontichiaro (author)

Publisher: Cherry Lake Publishing ISBN: 9781624312021

Around the world, makers come together to share their ideas and inventions at Maker Faires. Readers will integrate visual information with text and learn technical word meanings as they read what it is like to visit these incredible events and see some of the world's most innovative new projects. They will also find out how to volunteer at Maker Faires or event plan their own maker events.

In a Flash

Eric Walters (author)

Publisher: Orca Book Publishers ISBN: 9781554690350

The first flash mob Ian puts together himself is a sixty-plus person, four-minute pillow fight in a department store. His friend Oswald is thrilled with the event, but Julia, the one Ian really wants to impress, is still convinced that flash mobs are stupid. While Ian tries to prove Julia wrong by initiating flash mobs with political impact, Julia is busy waging war with the strict new principal at school. When Julia goes too far and gets herself suspended, Ian sees an opportunity for a relevant and persuasive flash mob.

Jump Ropes, Jacks, and Endless Chores: Children's Lives in the 1800s

Matthew Strange (author)

Publisher: Mason Crest ISBN: 9781422296882

For most of the 1800s, children were considered small, unruly adults who needed to be strictly disciplined and put to useful work as soon as they were able. The very concept of childhood itself, as a carefree, innocent time, is a result of increasing economic stability and changing family roles in the 1800s. Before child welfare laws were enacted and compulsory education enforced, children made up an important part of the industrial and agricultural workforce in 1800s America. Toys and time for games and fun may have been a luxury, but kids will be kids, and the adults that loved them made sure their lives weren't all work and no play. The establishment of public schools, more humane working conditions, and expanding economic opportunities helped improve the life of Americas children in the 1800s, but they worked hard and their pleasures were simple ones.

Passing the Time: Entertainment in the 1800s

Zachary Chastain (author)

Publisher: Mason Crest ISBN: 9781422296851

With a six day workweek, long hours on the job, and the hard labor required to keep house, leisure time was precious in the 1800s. Without recorded music, radio, movies, TV, video games, or the Internet, Americans had to make their own fun, and most of it was simple and very low tech - singing around the family piano, visiting with neighbors, or picnicking in the woods. In the bigger towns and cities, theaters offered live, professional entertainment ranging from classic plays to raucous minstrel shows. In the smaller towns and rural areas, people waited anxiously for those few times a year when a traveling show or circus might come through the area. As the 1800s progressed, leisure time and economic resources increased for many Americans and a more sophisticated public demanded new and more exciting amusements. Read all about America at play in the 1800s!

Game Math

James Fischer (author)

Publisher: Mason Crest ISBN: 9781422289181

Almost any game you play needs math. From poker to computer games, from video games to board games, math has a role to play. Game Math will help you understand your favorite games better. You may even find you're a better player when you understand the math behind the rules!

American History 1

Saddleback Educational Publishing (author)

Publisher: Saddleback Educational Publishing ISBN: 9781612476759

This two-part book program offers activities to supplement standard U.S. history classroom textbooks. Lessons can stand-alone or coordinate with any text. Activity pages include basic concepts, graphs, maps, vocabulary comprehension, and nonfiction informational excerpts that help make meaningful connections with historical concepts, facts, and ideas. Reproducible Books include table of contents and answer keys.

Practical Reading 2

Saddleback Educational Publishing (author)

Publisher: Saddleback Educational Publishing ISBN: 9781612471556

The reproducible lessons in this series were designed for students who still have trouble understanding what they read. All lessons (16 in each reproducible) feature a two-page reading selection followed by four pages of correlated exercises. The emphasis is on variety for maximum interest and involvement--covers traditional reading comprehension skills, language arts skills (e.g. vocabulary, syllabication, variant word forms, etc.) and critical thinking skills.

Nintendo: Company and Its Founders

Mary Firestone (author)

Publisher: ABDO ISBN: 9781617840951

This title examines the remarkable lives of Fusajiro Yamauchi and his grandson Hiroshi Yamauchi and their work building the groundbreaking company Nintendo. Readers will learn about the Yamauchis’ backgrounds and education, as well as their early careers. Also covered is a look at how Nintendo operates, other key employees, and issues the company faces, such as developing new gaming software, facing competition, and expanding into global markets.

Video Games

Jeanne Sturm

Publisher: Rourke Publishing ISBN: 9781604723335

This book describes the most current and popular video games, the history of video games, how they work, and the impact they might have on our future.