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Books > Sport & Leisure > Hobbies, quizzes & games > General
There's always time for a little bit of trivia! Any time you have a
few minutes on your hands--wherever that may be--pick up this book
and test yourself with multiple-choice trivia questions on a wide
variety of topics from a true trivia maven.
Contains 156 cards, each one featuring a question guaranteed to get
Minnesotans talking about an interesting topic related to the great
state of Minnesota.
Music-themed puzzles will shake up enthusiasts of the scrambled
word game who are ready to rock with this new collection. For
more than 40 years, millions of newspaper readers have delighted in
solving Jumble®, which appears in hundreds of national
papers and in these puzzle books that offer hours of challenging
word play and fun. Each page features a series of mixed-up words
coupled with a cartoon clue, and one letter from each word is used
to form the answer to the puzzle.
Simulation and game-based learning are essential applications in a
learning environment as they provide learners an opportunity to
apply the course material in real-life scenarios. Introducing
real-life learning allows the learner to make critical decisions at
different points within the simulation providing constructive
education that leads to a cognitive understanding of the material.
The use of simulations provides the learner with the ability to
cognitively store and recall learning in real-life experiences.
Therefore, it is crucial to not only provide course material but to
have students apply what they have learned in simulations that
replicate real-life scenarios. These learned skills are essential
for students to be marketable and thrive in a career field where
decision making, problem solving, and critical thinking are job
requirements. Simulation and Game-Based Learning in Emergency and
Disaster Management is a cutting-edge research book that examines
the best practices and holistic development when it comes to
simulation learning within emergency and disaster management as
well as global security. Drawing upon the neuroscience of learning,
classroom instruction can be enhanced to incorporate
active-experiential learning activities that positively impact a
learner with long-term information retention. Each simulation
project is carried out in different environments, with different
goals in mind, and developed under various constraints. For these
reasons, this book will provide insight into the simulation
planning and development process, provide examples of online
simulations and game-based learning activities, and provide insight
on simulation development and implementation that can be used
across disciplines in educational and training settings. As such,
it is ideal for academicians, instructional designers, curriculum
designers, education professionals, researchers, and students.
Tackling word puzzles is a great tactic to keep your mind in
tip-top shape! Studies show that one way to be sure your brain
stays at its best is to learn new things regularly, creating new
neural connections. This book offers a fun way to do just that,
with a variety of word puzzles that require solvers to reorient
their perspective and think differently about language. One-third
of the book features Split Decisions, a popular puzzle type that
author Fred Piscop contributes regularly to the New York Times.
Throughout the rest is a mix of other puzzles: Bits & Pieces
(in which solvers answer clues using and reusing blocks of
letters), Clueless Crosswords (featuring grids partly filled in so
that there is only one possible way to complete them), Double
Exposure (testing pattern recognition in two different ways),
Mixagrams (where words are interwoven in a simple yet confounding
way), and Two by Two (in which each grid contains only two
consonants... but you have to figure out which).
Why do some games seem to be universal while others have a
particular connection to the culture of the people playing them?
Around the World in 80 Games is about the mathematics of chance,
game theory, gamification, gaming strategies and computer games.
Traversing the globe, Marcus du Sautoy looks at the genesis of
games new and old, explores how to invent a good game and explains
the fascination of a popular lockdown game. From the secrets of
whist to hopscotch, Scrabble to Wordle. The most simple games
endure: board games, card games and dice games have captivated us
for centuries and the acclaimed mathematician and author of The
Creativity Code (among many others) will once again bring
mathematics to the fore with insight and aplomb in Around the World
in 80 Games.
These 100 new puzzles—from easy to fiendishly
difficult—come with a warning: They are seriously
addictive. You don't need to be a mathematical genius to solve
these puzzles; it is simply a question of logic and a little
patience. Beware of pale imitations. These are the original and
official Su Doku puzzles by Wayne Gould-New York Post's Su Doku
puzzle master and one of Time magazine's Most Influential People.
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