Inventing the Video Game
The Spark of Invention
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.
Format | Your Price | Add |
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978-1-5038-0703-7
|
$36.95 |
Interest Level | Grade 3 - Grade 6 |
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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 |
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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 →