(a) Deliveries are made between Saturday and Thursday and will be undertaken by a third party appointed by Virgin for and on behalf of Virgin. Virgin makes every effort to dispatch Products on time. If the ordered Products are not delivered within the time period Virgin specified in the confirmation email, please contact Virgin’s Customer Services quoting the order reference contained in your order confirmation email.
(b) Delivery occurs when the ordered Products are delivered to the delivery address you specified when placing your order. At this point, responsibility for loss, breakage and damage passes to you. Ownership of Products purchased passes to you when payment is received by Virgin in full. You will be asked to sign for acceptance of the Products which will note that the Products are correct and have been received in good condition.
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(d) Please note that the delivery people will only deliver the Products to your front door.
Virgin does not deliver to any residence outside of the United Arab Emirates.
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Catch a glimpse inside a school bus and you'll see lots of kids looking down. What are they doing? They're deciding on strategy, building cities, setting traps for monsters, sharing resources, and nurturing critical relationships. Over 90 percent of kids ages 2-17 play video games. In Video Games: Design and Code Your Own Adventure, young readers learn why games are so compelling and what ancient games such as mancala have in common with modern games like Minecraft. Kids will even create their very own video games using software such as MIT's Scratch! Using a familiar, high-interest subject, Video Games introduces foundation subjects such as geometry, physics, probability, and psychology in a practical framework. Building Tetris pieces out of Rice Crispie Treats and designing board games are some of the hands-on projects that engage readers' building skills, while writing actual game code opens digital doors readers may not have known existed.
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Praise for Video Games: Design and Code Your Own Adventure Booklist "This accessible manual packs a tremendous amount of information into brief chapters, featuring graphic rich pages, enticing layouts, user-friendly text, sidebars, charts, graphs, definitions, helpful hints, and suggestions on the application of newly learned knowledge... Other titles talk about the why and the so what of gaming; this guide delivers the how. This appealing offering should prove to be a popular addition to STEAM collections." National Science Teachers Association Recommends (NSTA) "...This book is sure to be a hit! ... Parents and teachers alike who are interested in STEM or STEAM should pick up a copy. I can't wait to see what my Biology class produces." Middle Shelf's Common Core Pick "... Using a familiar, high-interest subject, Video Games introduces foundation subjects such as geometry, physics, probability, and psychology in a practical framework. Building Tetris pieces out of Rice Crispie Treats and designing board games are some of the hands-on projects that engage readers' building skills, while writing actual game code opens digital doors readers may not have known existed." Publishers Weekly "Digital natives with a serious interest in gaming should find Ceceri's handbook an excellent resource" Dave Culyba, Assistant Teaching Professor, Carnegie Mellon University's Entertainment Technology Center "A nice, gentle introduction to video games. This book does a great job of explaining everything you need to know to get started making games, all the way from the history of video games up to simple tutorials kids can do themselves." Cathe Post, Senior Editor, Geek Mom "This is an enjoyable journey through the history of video games. It would be great for kids and even grandparents who want to know more about what their kids (and grandkids) are playing!" Amy Kraft, Game Designer, Cofounder of Monkey Bar Collective, and parent of two young gamers "The book has everything a burgeoning video game creator needs: a historical context for games, exciting projects to try at home, a peek into the many different roles that go into making games, and an easy-to-follow introduction to coding. Beyond being fun, it's great at sharpening 21st-century skills. As human beings, it's in our nature to make and play games, yet making video games can be a daunting proposition. With the fascinating information and exciting hands-on projects in this book, Kathy Ceceri has made video game design accessible and achievable." Praise for other books by Kathy Ceceri Robotics: Discover the Science and Technology of the Future with 20 Projects Chicago Public Library selects Robotics as one of their best of the best books for Kids for 2013! Featured title in School Library Journal December 2013 "Focus on Inventions" Publisher's Weekly "Light in tone but dense with information, this guide should appeal to those who already have a strong interest in the topic and are ready for a hands-on challenge. Ages 9--12. James Floyd Kelly, Writer of LEGO Mindstorms books "I'm not sure what I like best about this book--the excellent hands-on projects or the easy-to-follow technical discussions or the behind-the-scenes stories about robots in the real world. Thankfully they're all wrapped up in one great book for kids." Micronations: Invent Your Own Country and Culture Library Media Connection "... Recommended" Charlotte's Library "... Ceceri walks kids through all the things that go into making a modern country--the physical features of the land, the basics of government and economy, the symbolic elements of nation building, and more ... It's very much worth using in an educational setting, and even worth giving in a more casual way to your kid at home who has a penchant for social studies trivia!" Praise for other books in the series: Booklist Comics: Investigate the History and Technology of American Cartooning "This appealing offering introduces the art of cartooning to readers who will not only learn the history of comics--using pictures (and words) to tell stories--but also have a chance to do some drawing themselves."