Make a Cardboard Arcade Game

Make a Cardboard Arcade Game

In 2011, nine­-year­-old Caine Monroy built working cardboard versions of his favorite arcade games in his dad's auto parts shop, including a basketball toss and a tabletop soccer game with plastic army men. A customer named Nirvan Mullick liked Caine's Arcade so much, he invited lots of people to come and play. Mullick also made a short documentary about Caine's Arcade, and Caine became famous! You can watch the video here. www.cainesarcade.com
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Design a Poll

Design a Poll

From Big Data

Often, data is collected using a poll or survey. A poll or survey asks questions about people’s opinion on a topic. In this activity, you will design and conduct your own poll.

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Take a Turing Test

Take a Turing Test

From Artificial Intelligence

In 1950, an English computer scientist named Alan Turing (1912–1954) devised a test to tell a person from a computer. You’re going to try this with a Chatbot. This is an online computer program that is designed to mimic a human.

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Observing Forces Of Motion

Observing Forces Of Motion

From Projectile Science

When something moves, a lot is going on that we don’t see. But we can make deductions based on our observations of different movements! Try moving different objects on different surfaces and see what you learn.

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Designer vs. Maker

Designer vs. Maker

From Industrial Design

The growth of factories and mass production allowed companies to separate the design of products from their manufacture. It became easier to produce goods that were affordable for many people. At the same time, separating design from manufacturing can cause some problems. In this activity, you will explore some of the differences between craft-based design and mass production.

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Reviews

A Best of the Best selection - 2016 Kansas State Reading Circle

Booklist
This appealing offering should prove to be a popular addition to STEAM collections.”

Publishers Weekly
“Digital natives with a serious interest in gaming should find Ceceri's handbook an excellent resource.” Read more online.

Cathe Post, Senior Editor, GeekMom.com
“This is an enjoyable journey through the history of video games. It would be great for kids and even grandparents who want to know more about what their kids (and grandkids) are playing!”

Children's Literature
“Part of the Build It Yourself series, Ceceri's book proposes to inspire interest in STEAM and would be a useful addition to a middle school library's resource section on careers in computers and video game design.”

Ithaca's Child
“Video games can be found just about everywhere, from computers to smartphones to Wi-Fi, and it's not just kids who play them. There's a great section on the power of story in video games and, for your next party, a recipe for Tetris treats. Sprinkled through the book are "words to know" and "bonus points" - fun facts about coding and games- and lots of resources for kids who want to go further.”

National Science Teachers Association Recommends
“This book is sure to be a hit! ...Parents and teachers alike who are interested in STEM or STEAM should pick up a copy. I can't wait to see what my Biology class produces.” Read more online.

Detailed Book Description

What does the 13,000-year-old mancala game have in common with today's Minecraft? They both require logic, critical thinking skills, and creativity! In Video Games: Design and Code Your Own Adventure, readers discover that the video games they play today have their roots in the games kids played in the deserts of Ancient Egypt, and they'll learn how to design their own games from the initial idea to the final blips on the screen.

Activities in Video Games include creating text-based adventure quests, designing board games, and programming using free, kid-friendly software such as MIT's Scratch. For kids who just can't get enough of video games, here's a chance to visit behind the scenes at a game company to explore the entire design process, from idea to market. They'll have so much fun they won't realize they're learning about geometry, statistics, probability, physics, logic, psychology, and neuroscience.

Available In:
Hardcover, $22.95
9781619302914
Paperback, $17.95
9781619303003
Includes: Table of Contents | Timeline | Charts | Glossary | Resources | Index | Metric Conversions Chart
Specs: 8 x 10 size | 4-color interior | 128 pages
Subject: Science
Content Focus: Engineering & Technology

TABLE OF CONTENTS

Timeline

Introduction
Everyone Is a Gamer!

Chapter 1
Video Games and Their Roots

Chapter 2
Why Do We Play Games?

Chapter 3
Gamemaking Step by Step

Chapter 4
Coding: How to Write a Game Program

Chapter 5
Make Your Game Come to Life

Chapter 6
So, You Want to Make Video Games

Glossary
Metric Conversions
Resources
Index