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The brain-boosting benefits of gaming / Arie Kaplan.

Kaplan, Arie. (Author).

Summary:

Details some of the educational benefits of playing video games and looks at how they are being used to help soldiers, medical professionals, pilots, businesspeople, and other professional excel at their trades.

Record details

  • ISBN: 9781467712514
  • ISBN: 1467712515
  • Physical Description: 32 pages : illustrations (chiefly color) ; 25 cm.
  • Publisher: Minneapolis : Lerner Publications Company, [2014]

Content descriptions

Bibliography, etc. Note:
Includes bibliographical references (page 30) and index.
Formatted Contents Note:
How Video Games Teach 6 -- A Super-Quick History of Educational Games 10 -- Gaming for Grades: Games in Schools 14 -- Soldier Software: Games for the Military 16 -- Under the (Virtual) Knife: Games and Surgeons 18 -- History in Action: Games That Teach History 20 -- Sky School: Learning to Fly with Video Games 22 -- In Good Company: How Corporations Use Games 24 -- Are Wii Fit or Not?: Exercising Your Brain and Body 26 -- Game School: Three Subjects You Can Learn with Games 28.
Target Audience Note:
860L Lexile
Study Program Information Note:
Accelerated Reader AR MG 5.5 1 159773.
Subject: Video games > Juvenile literature.

Available copies

  • 6 of 6 copies available at NC Cardinal. (Show)
  • 1 of 1 copy available at McDowell County Public Library.

Holds

  • 0 current holds with 6 total copies.
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Location Call Number / Copy Notes Barcode Shelving Location Status Due Date
Marion Library JUV 794.8 KAP (Text) 37810435106595 Juvenile Nonfiction Available -

LDR 02083pam a2200421 i 4500
0018139743
003CARDINAL
00520130913103800.0
008130313s2014 mnua j b 001 0 eng
010 . ‡a 2013005139
020 . ‡a9781467712514 ‡q(library binding)
020 . ‡a1467712515 ‡q(library binding)
040 . ‡aDLC ‡beng ‡erda ‡cDLC ‡dNjBwBT
042 . ‡apcc
05000. ‡aGV1469.3 ‡b.K347 2014
08200. ‡a794.8 ‡223
1001 . ‡aKaplan, Arie. ‡0(CARDINAL)478171
24514. ‡aThe brain-boosting benefits of gaming / ‡cArie Kaplan.
264 1. ‡aMinneapolis : ‡bLerner Publications Company, ‡c[2014]
300 . ‡a32 pages : ‡billustrations (chiefly color) ; ‡c25 cm.
336 . ‡atext ‡2rdacontent
337 . ‡aunmediated ‡2rdamedia
338 . ‡avolume ‡2rdacarrier
385 . ‡nage ‡aChildren ‡2lcdgt
4901 . ‡aShockzone--games and gamers
504 . ‡aIncludes bibliographical references (page 30) and index.
50500. ‡tHow Video Games Teach ‡g6 -- ‡tA Super-Quick History of Educational Games ‡g10 -- ‡tGaming for Grades: Games in Schools ‡g14 -- ‡tSoldier Software: Games for the Military ‡g16 -- ‡tUnder the (Virtual) Knife: Games and Surgeons ‡g18 -- ‡tHistory in Action: Games That Teach History ‡g20 -- ‡tSky School: Learning to Fly with Video Games ‡g22 -- ‡tIn Good Company: How Corporations Use Games ‡g24 -- ‡tAre Wii Fit or Not?: Exercising Your Brain and Body ‡g26 -- ‡tGame School: Three Subjects You Can Learn with Games ‡g28.
520 . ‡aDetails some of the educational benefits of playing video games and looks at how they are being used to help soldiers, medical professionals, pilots, businesspeople, and other professional excel at their trades.
5218 . ‡a860L ‡bLexile
5260 . ‡aAccelerated Reader AR ‡bMG ‡c5.5 ‡d1 ‡z159773.
650 0. ‡aVideo games ‡vJuvenile literature. ‡0(CARDINAL)456994
830 0. ‡aShockzone. ‡pGames and gamers. ‡0(CARDINAL)612151
902 . ‡aMARCIVE 201809
902 . ‡aMARCIVE 201912
902 . ‡aMARCIVE 202109
902 . ‡aMARCIVE 202112
902 . ‡aMARCIVE 202203
901 . ‡a8139743 ‡bUnknown ‡c8139743 ‡tbiblio