|
|
Books > Sport & Leisure > Hobbies, quizzes & games > Indoor games > Board games > General
This book is a follow up to Board Game Education. However, unlike
many of the board games discussed in Board Game Education, this
book identifies and discusses five board games that each develop
critical educational skills in reasoning, problem-solving, language
arts, mathematics, social sciences and communication. They are the
"super foods" of the board game world. More Board Game Education
answers the questions unlikely to ever be ask: If I were stranded
on a desert island with only five board games and I wanted to
educate my kids, what board games would I choose. Each board game
discussed in this book is a complete educational tool that will
develop all of the critical educational skills that research has
shown to not only be crucial to educational success, but also
success in the workplace. As a bonus, these game are great to play,
easy to learn and, most importantly, affordable to own for any
family or teacher. (This is a very important point to remember;
this is not a list of the greatest board games ever or the very
best educational board games on the market. Rather, this book
discusses board games which every parent, teacher and/or school
program can realistically own, in multiple copies, and incorporate
as a learning tool).
The 21st century has seen a board game renaissance. At a time when
streaming television finds millions of viewers, video games garner
billions of dollars, and social media grows ever more intense,
little has been written about the rising popularity of board games.
And yet board games are one of our fastest growing hobbies, with
sales increasing every year. Today's board games are more than just
your average rainy-day mainstay. Once associated solely with geek
subcultures, complex and strategic board games are increasingly
dominating the playful media environment. The popularity of these
complex board games mirrors the rise of more complex cult media
products. In Game Play: Paratextuality in Contemporary Board Games,
Paul Booth examines complex board games based on book, TV, and film
franchises, including Doctor Who, The Walking Dead, Lord of the
Rings, Star Trek, The Hunger Games and the worlds of H.P.
Lovecraft. How does a game represent a cult world? How can
narratives cross media platforms? By investigating the relationship
between these media products and their board game versions, Booth
illustrates the connections between cult media, gameplay, and
narrative in a digital media environment.
This memo-game is based on a very special concept: the colors
follow the format used in Johannes Itten's color theory: red for a
square, blue for a circle, yellow for a triangle, orange for a
trapezium, green for aspherical triangle, and purple for an
ellipse. The colors are shown with the corresponding form, which
increases their specific impression. Futhermore, each color is
present in six different nuances; this increases the perception of
the color tones and supports the creative process of finding the
new names to specify the individual forms. As the cards are turned
over new color contrasts are revealed; these can also be used to
intensity knowledge of color theory. Thus, these cards must not
just be used for playing the memo-game, they can also be used for
inspiration and for experimenting with different color
combinations, series and tones.
|
You may like...
John Wick
Keanu Reeves, Michael Nyqvist, …
DVD
(2)
R271
Discovery Miles 2 710
|