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Pronoun (antōnymíā): a part of speech substitutable for a noun and marked for a person; Preposition (próthesis): a part of speech placed before other words in composition and in syntax; Adverb (epírrhēma): a part of speech without inflection, in modification of or in addition to a verb, adjective, clause, sentence, or other adverb
A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).
A video game, [a] sometimes further qualified as a computer game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld ...
His definition follows: A part of speech properly used prepositively, that is governing an accusative case set next after it (except sometime in verse it is set after his casual word) as, I go to the church: and is sometime postpositively used, that is, when it governeth the relative, that, or which, coming before a verb, whose governing ...
Also isometric graphics. Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites. 360 no-scope A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then ...
Video games are computer- or microprocessor-controlled games. Computers can create virtual spaces for a wide variety of game types. Some video games simulate conventional game objects like cards or dice, while others can simulate environs either grounded in reality or fantastical in design, each with its own set of rules or goals.
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In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.