The Puzzle Instinct

Author: Marcel Danesi
Publisher: Indiana University Press
ISBN: 0253217083
Release Date: 2004-02
Genre: Mathematics

"Humans are the only animals who create and solve puzzles—for the sheer pleasure of it—and there is no obvious genetic reason why we would do this. Marcel Danesi explores the psychology of puzzles and puzzling, with scores of classic examples. His pioneering book is both entertaining and enlightening." —Will Shortz, Crossword Editor, The New York Times "... Puzzle fanatics will enjoy the many riddles, illusions, cryptograms and other mind-benders offered for analysis." —Psychology Today "... a bristlingly clear... always intriguing survey of the history and rationale of puzzles.... [A] splendid study...." —Knight Ridder Newspapers

Guide to Teaching Puzzle based Learning

Author: Edwin F. Meyer III
Publisher: Springer
ISBN: 9781447164760
Release Date: 2014-07-23
Genre: Education

This book provides insights drawn from the authors’ extensive experience in teaching Puzzle-based Learning. Practical advice is provided for teachers and lecturers evaluating a range of different formats for varying class sizes. Features: suggests numerous entertaining puzzles designed to motivate students to think about framing and solving unstructured problems; discusses models for student engagement, setting up puzzle clubs, hosting a puzzle competition, and warm-up activities; presents an overview of effective teaching approaches used in Puzzle-based Learning, covering a variety of class activities, assignment settings and assessment strategies; examines the issues involved in framing a problem and reviews a range of problem-solving strategies; contains tips for teachers and notes on common student pitfalls throughout the text; provides a collection of puzzle sets for use during a Puzzle-based Learning event, including puzzles that require probabilistic reasoning, and logic and geometry puzzles.

Masters of Mathematics

Author: Robert A. Nowlan
Publisher: Springer
ISBN: 9789463008938
Release Date: 2017-05-13
Genre: Education

The original title for this work was “Mathematical Literacy, What Is It and Why You Need it”. The current title reflects that there can be no real learning in any subject, unless questions of who, what, when, where, why and how are raised in the minds of the learners. The book is not a mathematical text, and there are no assigned exercises or exams. It is written for reasonably intelligent and curious individuals, both those who value mathematics, aware of its many important applications and others who have been inappropriately exposed to mathematics, leading to indifference to the subject, fear and even loathing. These feelings are all consequences of meaningless presentations, drill, rote learning and being lost as the purpose of what is being studied. Mathematics education needs a radical reform. There is more than one way to accomplish this. Here the author presents his approach of wrapping mathematical ideas in a story. To learn one first must develop an interest in a problem and the curiosity to find how masters of mathematics have solved them. What is necessary to be mathematically literate? It’s not about solving algebraic equations or even making a geometric proof. These are valuable skills but not evidence of literacy. We often seek answers but learning to ask pertinent questions is the road to mathematical literacy. Here is the good news: new mathematical ideas have a way of finding applications. This is known as “the unreasonable effectiveness of mathematics.”

Players Making Decisions

Author: Zack Hiwiller
Publisher: New Riders
ISBN: 9780134394640
Release Date: 2015-12-09
Genre: Computers

Game designers today are expected to have an arsenal of multi-disciplinary skills at their disposal in the fields of art and design, computer programming, psychology, economics, composition, education, mythology—and the list goes on. How do you distill a vast universe down to a few salient points? Players Making Decisions brings together the wide range of topics that are most often taught in modern game design courses and focuses on the core concepts that will be useful for students for years to come. A common theme to many of these concepts is the art and craft of creating games in which players are engaged by making meaningful decisions. It is the decision to move right or left, to pass versus shoot, or to develop one’s own strategy that makes the game enjoyable to the player. As a game designer, you are never entirely certain of who your audience will be, but you can enter their world and offer a state of focus and concentration on a task that is intrinsically rewarding. This detailed and easy-to-follow guide to game design is for both digital and analog game designers alike and some of its features include: A clear introduction to the discipline of game design, how game development teams work, and the game development process Full details on prototyping and playtesting, from paper prototypes to intellectual property protection issues A detailed discussion of cognitive biases and human decision making as it pertains to games Thorough coverage of key game elements, with practical discussions of game mechanics, dynamics, and aesthetics Practical coverage of using simulation tools to decode the magic of game balance A full section on the game design business, and how to create a sustainable lifestyle within it

The Everything Logic Puzzles Book Volume 1

Author: Marcel Danesi
Publisher: Simon and Schuster
ISBN: 9781507204146
Release Date: 2017-07-11
Genre: Games & Activities

This brand-new puzzle book features 200 logic questions of varying types and difficulty. Mental workout warriors and logic lovers will adore The Everything Book of Logic Puzzles Volume I. You’ll learn ten different kinds of puzzles and how to solve each, with the difficulty slowly increasing from basic to expert as you go along. And every single puzzle is specifically designed to improve memory, vocabulary, and logical reasoning. With increasingly difficult puzzles ranging from introductory to fiendish, and comprehensive answers to explain each puzzle, this book is perfect for puzzlers of all ages and skill levels!

Videogames

Author: James Newman
Publisher: Routledge
ISBN: 9781136500411
Release Date: 2012-11-27
Genre: Games & Activities

In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.

The Everything Logic Puzzles Book Volume 2

Author: Marcel Danesi
Publisher: Simon and Schuster
ISBN: 9781507204153
Release Date: 2017-09-12
Genre: Games & Activities

The second volume of this brand-new puzzle book features 200 logic questions of varying types and difficulty. Mental workout warriors and logic lovers will adore The Everything Book of Logic Puzzles Volume II. You’ll learn ten different kinds of puzzles and how to solve each, with the difficulty slowly increasing from basic to expert as you go along. And every single puzzle is specifically designed to improve memory, vocabulary, and logical reasoning. With increasingly difficult puzzles ranging from introductory to fiendish, and comprehensive answers to explain each puzzle, this book is perfect for puzzlers of all ages and skill levels!

Triadic Game Design

Author: Casper Harteveld
Publisher: Springer Science & Business Media
ISBN: 1849961573
Release Date: 2011-02-26
Genre: Computers

Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. Games have been developed for teaching, recruiting and to collect data to improve search engines. This book examines the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully. The reader will be introduced to a design philosophy called “Triadic Game Design.”; a theory that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with aspects. A balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers.

X rated

Author: Marcel Danesi
Publisher: Palgrave MacMillan
ISBN: 0230610684
Release Date: 2009
Genre: Psychology

This book delves into the reasons why pop culture, and all of its “X-Rated” features, are so appealing to masses of people, even though they may hate to love it.

Geometric Puzzle Design

Author: Stewart Coffin
Publisher: CRC Press
ISBN: 9781568813127
Release Date: 2006-12-20
Genre: Mathematics

This book discusses how to design "good" geometric puzzles: two-dimensional dissection puzzles, polyhedral dissections, and burrs. It outlines major categories of geometric puzzles and provides examples, sometimes going into the history and philosophy of those examples. The author presents challenges and thoughtful questions, as well as practical design and woodworking tips to encourage the reader to build his own puzzles and experiment with his own designs. Aesthetics, phychology, and mathematical considerations all factor into the definition of the quality of a puzzle.

Truth

Author:
Publisher:
ISBN: MINN:31951002799265L
Release Date: 1895
Genre: