Shuffle and Deal: 50 Classic Card Games for Any Number of by Tara Gallagher

By Tara Gallagher

With 50 well known card video games for any variety of gamers, Shuffle and Deal is an critical rule book—and the 1st of its style to incorporate a various number of colourful classic card paintings from world wide and through the ages.

Inside you'll find:

• entire principles and diversifications for fifty video games, all chosen for his or her enjoyable issue, from Hearts to Rummy 500, from Avalanche to Pinochle
• assistance for taking part in strategically
• Little-known proof on card-playing history
• greater than three hundred attractive reproductions of classic card artwork, from medieval occasions to the current day It’s time to shuffle and deal!

With greater than three hundred full-color illustrations

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Additional resources for Shuffle and Deal: 50 Classic Card Games for Any Number of Players

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On the other hand, according to Aldrich (2005), overemphasizing a score can make students rely too much on the scores and will make them less engaged in the learning materials. Consequently, adding a score can subvert motivation and learning instead of supporting it. Adaptivity The commercial version of the game features adaptivity on the level of the math rules: When players lose a mini-game against the monkey, a—presupposed but not empirically verified—easier math rule is offered. This type of adaptivity is a basic example of adaptive item sequencing: If a learner fails to complete a task, the subsequent task is easier and when a learner successfully completes a task, the subsequent task is more difficult, hence increasing the challenge.

Gallistel, C. , & Gelman, R. (1992). Preverbal and verbal counting and computation. Cognition, 44, 43–74. , & Driskell, J. E. (2002). Games, motivation and learning: A research and practice model. Simulation & Gaming, 33, 441–467. Griffin, S. (2004). Building number sense with Number Worlds: A mathematics program for young children. Early Childhood Research Quarterly, 19, 173–180. , Mazzocco, M. M. , & Feigenson, L. (2008). Individual differences in non-verbal number acuity correlate with maths achievement.

Varieties of numerical abilities. Cognition, 44, 1–42. Dehaene, S. (1997). The number sense: How the mind creates mathematics. London, England: The Penguin Press. Gallistel, C. , & Gelman, R. (1992). Preverbal and verbal counting and computation. Cognition, 44, 43–74. , & Driskell, J. E. (2002). Games, motivation and learning: A research and practice model. Simulation & Gaming, 33, 441–467. Griffin, S. (2004). Building number sense with Number Worlds: A mathematics program for young children. Early Childhood Research Quarterly, 19, 173–180.

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