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Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
Social media have become a place where education about the forest quickly reaches people of different ages and social status. The nature groups that have been created, in which nature lovers, biologists, foresters and scientists participate, can have a real impact on the state of knowledge and data collection through citizen science.
All types of games, including board, card, quizzes, and video games, may be used in an educational environment. [23] Educational games are designed to teach people about certain subjects, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play. [citation needed]
The history of games dates to the ancient human past. [3] Games are an integral part of all cultures and are one of the oldest forms of human social interaction. Games are formalized expressions of play which allow people to go beyond immediate imagination and direct physical activity. Common features of games include uncertainty of outcome ...
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).
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3]
Social media allows for mass cultural exchange and intercultural communication, despite different ways of communicating in various cultures. [223] Social media has affected the way youth communicate, by introducing new forms of language. [224] Novel acronyms save time, as illustrated by "LOL", which is the ubiquitous shortcut for "laugh out loud".
Educational toys vary widely in terms of their open-endedness and their potential for exploration, imaginative play, and social engagement. [ 63 ] : 92–93 Play theorist Brian Sutton Smith, who advocates for free play, has asserted that "the plans of the playful imagination dominate the objects or the toys, not the other way around."