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.
Interest Level | Grade 4 - Grade 8 |
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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 |
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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 |