Video Gaming
Details
Summary
Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.
Specifications
- Author: Trudi Strain Trueit
- Level: Grade 4 - Grade 8
- Dewey: 794.8
- BISAC: JNF021060, JNF012010
- Reinforced book (9781602792180): 7.5 x 9.5, 32 pages, © 2009
- PDF (9781602793675): 32 pages, © 2009
- Hosted ebook (9781602793675H): 32 pages, © 2009
- Series: 21st Century Skills Innovation Library
- Subseries: Innovation in Entertainment
Leveling
- Accelerated Reader® Quiz: 124409
- Accelerated Reader® Reading Level: 5.8
- Accelerated Reader® Interest Level: Mg
- Accelerated Reader® Points: 1.0
Table of Contents
- Let the Games Begin
- Wired for Fun
- Minds at Play
- From Start to Sell
- They've Got Game
- Glossary
- For More Information
- Index
- About the Author
Reviews
No editorial reviews found.
Contributors
Author: Trudi Strain Trueit
Trudi Strain Trueit is a freelance journalist and writer who has published more than 40 fiction and nonfiction children’s books. Trudi has a bachelor’s degree in broadcast journalism. She lives near Seattle, Washington, and enjoys photography, drawing, and going to see animated movies (who doesn’t?). Among her favorites are "A Bug’s Life" and "The Cat Came Back".
Cart Summary
- Item count: 0
- Title count: 0
- Subtotal: $0.00
Features
- Table of contents
- Informative sidebars
- Glossary of key words
- Sources for further research
- Index
- Author/Illustrator biography
