Inventing the Video Game

The Spark of Invention
  • Interest Level: Grade 3 - Grade 6
  • Reading Level: Grade 4

Compelling narrative nonfiction text presents the story of the video game's invention: why there was a need for it, its design and testing, the science behind it, and its lasting impact. Additional features to aid comprehension include a table of contents, fact-filled captions and callouts, infographics, a glossary, sources for further research, a listing of source notes, and an introduction to the author.

Momentum
Format Your Price Add
978-1-5038-0703-7
$36.95
Interest Level Grade 3 - Grade 6
Reading Level Grade 4
Genre Narrative, Nonfiction
Category STEM
Copyright 2016
Publisher The Child's World, Inc.
Imprint Momentum
Language English
Number of Pages 24
Publication Date 2016-01-01
BISACS JNF051120, JNF061010
Dewey 794.8
Graphics Full-color illustrations, Full-color photographs
Dimensions 6.5 x 9
Lexile 660
Guided Reading Level R
ATOS Reading Level 4.2
ATOS Interest Level MG
Accelerated Reader® Quiz 180095
Accelerated Reader® Points 0.5
Features Author/Illustrator biography, Educational front/back matter, Glossary of key words, Index, Infographics, Informative sidebars, Phonetics, Primary-source text, Reviewed, Sources for further research, Suggested websites, and Table of contents
  • The Brown Box
  • Nolan Bushnell's Idea
  • Gaming Wars
  • Nintendo to the Rescue
  • Glossary
  • To Learn More
  • Source Notes
  • Index
Author: Heather Adamson

Reviews

A noteworthy review of The Spark of Invention from School Library Journal on April 1, 2016

These highlights in the history of modern technology offer light doses of names and dates, along with nontechnical descriptions of significant early tweaks or innovations. The volumes take snowboarding from the time it was called ‘snurfing’ through Shaun White’s… View →

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