The Puzzle Instinct

The Meaning of Puzzles in Human Life

Author: Marcel Danesi

Publisher: Indiana University Press

ISBN: 9780253217080

Category: Mathematics

Page: 288

View: 7417

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"Humans are the only animals who create and solve puzzles—for the sheer pleasure of it—and there is no obvious genetic reason why we would do this. Marcel Danesi explores the psychology of puzzles and puzzling, with scores of classic examples. His pioneering book is both entertaining and enlightening." —Will Shortz, Crossword Editor, The New York Times "... Puzzle fanatics will enjoy the many riddles, illusions, cryptograms and other mind-benders offered for analysis." —Psychology Today "... a bristlingly clear... always intriguing survey of the history and rationale of puzzles.... [A] splendid study...." —Knight Ridder Newspapers
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The Everything Logic Puzzles Book Volume 1

200 Puzzles to Increase Your Brain Power

Author: Marcel Danesi

Publisher: Simon and Schuster

ISBN: 1507204140

Category: Games & Activities

Page: 224

View: 6867

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This brand-new puzzle book features 200 logic questions of varying types and difficulty. Mental workout warriors and logic lovers will adore The Everything Book of Logic Puzzles Volume I. You’ll learn ten different kinds of puzzles and how to solve each, with the difficulty slowly increasing from basic to expert as you go along. And every single puzzle is specifically designed to improve memory, vocabulary, and logical reasoning. With increasingly difficult puzzles ranging from introductory to fiendish, and comprehensive answers to explain each puzzle, this book is perfect for puzzlers of all ages and skill levels!
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The Everything Logic Puzzles Book, Volume 2

200 More Puzzles to Increase Your Brain Power

Author: Marcel Danesi

Publisher: Simon and Schuster

ISBN: 1507204159

Category: Games & Activities

Page: 224

View: 364

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The second volume of this brand-new puzzle book features 200 logic questions of varying types and difficulty. Mental workout warriors and logic lovers will adore The Everything Book of Logic Puzzles Volume II. You’ll learn ten different kinds of puzzles and how to solve each, with the difficulty slowly increasing from basic to expert as you go along. And every single puzzle is specifically designed to improve memory, vocabulary, and logical reasoning. With increasingly difficult puzzles ranging from introductory to fiendish, and comprehensive answers to explain each puzzle, this book is perfect for puzzlers of all ages and skill levels!
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Guide to Teaching Puzzle-based Learning

Author: Edwin F. Meyer III,Nickolas Falkner,Raja Sooriamurthi,Zbigniew Michalewicz

Publisher: Springer

ISBN: 1447164768

Category: Education

Page: 345

View: 9560

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This book provides insights drawn from the authors’ extensive experience in teaching Puzzle-based Learning. Practical advice is provided for teachers and lecturers evaluating a range of different formats for varying class sizes. Features: suggests numerous entertaining puzzles designed to motivate students to think about framing and solving unstructured problems; discusses models for student engagement, setting up puzzle clubs, hosting a puzzle competition, and warm-up activities; presents an overview of effective teaching approaches used in Puzzle-based Learning, covering a variety of class activities, assignment settings and assessment strategies; examines the issues involved in framing a problem and reviews a range of problem-solving strategies; contains tips for teachers and notes on common student pitfalls throughout the text; provides a collection of puzzle sets for use during a Puzzle-based Learning event, including puzzles that require probabilistic reasoning, and logic and geometry puzzles.
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Renaissance Man

Essays on literature and culture for Anthony W. Johnson

Author: Tommi Alho,Jason Finch,Roger D. Sell

Publisher: John Benjamins Publishing Company

ISBN: 9027262004

Category: Literary Criticism

Page: 273

View: 2001

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Here friends of Anthony W. Johnson honour him as a re-embodiment of the polymathic artist-scholar figure once observable in Ben Jonson, on whom he has done some of his most distinctive work. Part I of the book reflects his strong grounding in English literature and culture of the seventeenth century, with essays, not only on Ben Jonson, but also on university drama, on grammar school drama, and on humanist literary taste. Part II responds to his pioneering flights of culture-imagological time-travel to other periods, with essays on riddles through the ages, on Matthew Arnold’s doubts about Homeric pictorialism, and on anciently comic elements in George Gissing’s urban fiction. Part III celebrates his importance, both as scholar and artist, for the present day, with essays extending imagological analysis to the singer Nick Drake, to the avant-garde Danish poet Morten Søkilde, and to Sean S. Baker’s film Tangerine, plus a climactic celebration of Johnson’s own performances on solo violin and guitar as augmented by self-recording.
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The Curious History of the Riddle

Thousands of Years of Conundrums, from the Riddle of the Sphinx to Harry Potter

Author: Marcel Danesi Ph.D.

Publisher: Wellfleet Press

ISBN: 1577151984

Category: Games & Activities

Page: 192

View: 9834

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The Curious History of the Riddle investigates the fascinating origin and history of the riddle, from the very first riddle (the Riddle of the Sphinx) to the twenty-first century, with riddles found in pop culture, including movies (Us), television shows (Game of Thrones) video games, and escape rooms. Riddles are ageless, timeless, and so common that we hardly ever reflect upon what they are and how they originated. Most importantly, their invention helped in the development of lateral thinking, the form of thinking that is the foundation of all kinds of discoveries, from mathematics to science and beyond. In The Curious History of the Riddle, puzzle expert Marcel Danesi delves deep into the riddle's origin and history and covers these fascinating topics: 1. The Riddle of the Sphinx: Origins, Legends, Patterns What creature walks on all fours at dawn, two at midday, and three at twilight? (answer: man) 2. The Greek Anthology and the Exeter Book: Medieval Views and Uses of Riddles This chapter looks at the spread of the riddle in recreational and educational contexts. 3. The Merry Book of Riddles: Riddles in the Renaissance By the late Renaissance, riddles were being tailored more and more to produce humorous or whimsical effects. 4. Enigmas, Charades, and Conundrums: Riddles from the 1600s to the Twentieth Century After the Renaissance, riddles had become virtually every literate European person’s favorite form of recreation, and were included as regular features of many newspapers and periodicals 5. The Twentieth Century: Riddles as Children’s Literature In the twentieth century, riddles became specialized for children, spreading throughout children’s literature and educational manuals. 6. The Twentieth and Twenty-First Centuries: Riddles Go to the Movies and Online In this chapter, the focus is on riddles in various entertainment media, from best-selling novels such as Harry Potter, to movies, such as the Batman series. 7. Connections: Riddles and Rebuses This chapter explores the structure of rebuses as visual riddles, connecting them historically. Part history book, part puzzle book, The Curious History of the Riddle is fully illustrated with over 200 riddles interspersed throughout the text for solving.
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X-rated!

the power of mythic symbolism in popular culture

Author: Marcel Danesi

Publisher: Palgrave MacMillan

ISBN: 9780230610682

Category: Psychology

Page: 180

View: 3845

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This book delves into the reasons why pop culture, and all of its “X-Rated” features, are so appealing to masses of people, even though they may hate to love it.
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Videogames

Author: James Newman

Publisher: Routledge

ISBN: 1136500413

Category: Games & Activities

Page: 182

View: 8081

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In the few decades since they first blipped their way onto television screens, videogames have become one of the most culturally, socially and economically significant media forms. Newman’s volume considers how we might approach videogames as media texts to be read, experiences to be played and played with, systems and simulations to be decoded and interrogated, and performances to be captured, codified and preserved. The updated second edition examines the emergence of new platforms as well as changing patterns of production and consumption in its analysis of Wii, Xbox 360, PS3 and mobile gaming. The new final chapter explores recent developments in games scholarship with particular focus falling on the study of gameplay as socially situated, ‘lived experience’, and on strategies for game history, heritage and preservation. In drawing attention to the fragility and ephemerality of hardware, software and gameplay, this new edition encourages readers and players not only to consider how games might be studied but also what can, will and should be left behind for the next generation of games researchers.
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Choice

Publication of the Association of College and Research Libraries, a Division of the American Library Association

Author: N.A

Publisher: N.A

ISBN: N.A

Category: Academic libraries

Page: N.A

View: 447

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