Video Gaming

From the Set Innovation in Entertainment

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.

Format List Price Your Price Qty
$32.07 $22.45
$32.07 $22.45
$49.21 $34.45
Interest Level Grade 4 - Grade 8
Reading Level Grade 6
Dewey 794.8
Lexile
ATOS Reading Level 5.8
Guided Reading Level
Publisher Cherry Lake Publishing
Series Innovation in Entertainment
Language English
Available Formats Reinforced book (9781602792180), PDF (9781602793675), ePub (9781631379888), Hosted ebook (9781602793675H), Kindle (9781624319655)
Copyright 2009
Number of Pages 32
Dimensions 7.5 x 9.5
Graphics

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".

  • 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
Author/Illustrator biography
Glossary of key words
Index
Informative sidebars
Sources for further research
Table of contents