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!
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!
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.
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.
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.