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'The physical form of this new title is pleasing, including good paper, readable font, and durable binding … The book is not a collection of practical ideas. Rather, it is intended for those curious about pure mathematical tidbits. The flavor is light, as opposed to pedantic. Among the numerous books of this type, this title is significantly better than most. It should be considered for private collections and for libraries that can afford to serve a small, unique readership.Summing Up: Recommended. General readers.'CHOICEThis book demonstrates to the general audience that mathematics can be entertaining and fun, rather than the sad reputation it has gained over decades from uninspired school instruction that is often devoid of enrichment or motivational considerations.The book is designed in such a way that a reader will need almost no special preparation in mathematics, but to recall some of the most basic concepts that were taught at the lower-secondary-grade level.Yet, by the same token, the book will hopefully open up doors for those less motivated in mathematics — to interest readers to investigate some of the topics presented and thereby enhance their knowledge of mathematics — something most general readers will not initially find possible, but we hope will be an end product of this book.
Stanford mathematician and NPR Math Guy Keith Devlin explains why, fun aside, video games are the ideal medium to teach middle-school math. Aimed primarily at teachers and education researchers, but also of interest to game developers who want to produce videogames for mathematics education, Mathematics Education for a New Era: Video Games as a Med
A unique book providing a tour through the fascinating connections between mathematics and games.
Essential Mathematics for Games and Interactive Applications, 2nd edition presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix multiplication and expands on this foundation to cover such topics as color and lighting, interpolation, animation and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout. The new edition Windows code will now use Visual Studio.NET. There will also be DirectX support provided, along with OpenGL - due to its cross-platform nature. Programmers will find more concrete examples included in this edition, as well as additional information on tuning, optimization and robustness. The book has a companion CD-ROM with exercises and a test bank for the academic secondary market, and for main market: code examples built around a shared code base, including a math library covering all the topics presented in the book, a core vector/matrix math engine, and libraries to support basic 3D rendering and interaction.
Famed puzzle expert explains math behind a multitude of mystifying tricks: card tricks, stage "mind reading," coin and match tricks, counting out games, geometric dissections, etc. More than 400 tricks. 135 illustrations.
The history of mathematics is filled with major breakthroughs resulting from solutions to recreational problems. Problems of interest to gamblers led to the modern theory of probability, for example, and surreal numbers were inspired by the game of Go. Yet even with such groundbreaking findings and a wealth of popular-level books, research in recreational mathematics has often been neglected. The Mathematics of Various Entertaining Subjects now returns with a brand-new compilation of fascinating problems and solutions in recreational mathematics. This latest volume gathers together the top experts in recreational math and presents a compelling look at board games, card games, dice, toys, computer games, and much more. The book is divided into five parts: puzzles and brainteasers, geometry and topology, graph theory, games of chance, and computational complexity. Readers will discover what origami, roulette wheels, and even the game of Trouble can teach about math. Essays contain new results, and the contributors include short expositions on their topic’s background, providing a framework for understanding the relationship between serious mathematics and recreational games. Mathematical areas explored include combinatorics, logic, graph theory, linear algebra, geometry, topology, computer science, operations research, probability, game theory, and music theory. Investigating an eclectic mix of games and puzzles, The Mathematics of Various Entertaining Subjects is sure to entertain, challenge, and inspire academic mathematicians and avid math enthusiasts alike.
The art or skill of problem solving in mathematics is mostly relegated to the strategies one can use to solve problems in the field. Although this book addresses that issue, it delves deeply into the psychological aspects that affect successful problem-solving. Such topics as decision-making, judgment, and reasoning as well as using memory effectively and a discussion of the thought processes that could help address certain problem-solving situations.Most books that address problem-solving and mathematics focus on the various skills. This book goes beyond that and investigates the psychological aspects to solving problems in mathematics.
The noted expert selects 70 of his favorite "short" puzzles, including such mind-bogglers as The Returning Explorer, The Mutilated Chessboard, Scrambled Box Tops, and dozens more involving logic and basic math. Solutions included.
This book is different from other books of similar content, not in term of the material it contains but in term of the way this material is processed and presented. It does not only study the arithmetic topics studied in school, but also analyzes how these ones can be used in various other areas and in solving real life problems. Additionally, it does not try to turn enjoyable and entertaining problems into tedious tasks that are often fruitless for serious work. It avoids difficult problems and selects only the material that is accessible for the majority of the readers.