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  2. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    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 ...

  3. Social media in education - Wikipedia

    en.wikipedia.org/wiki/Social_media_in_education

    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.

  4. Educational entertainment - Wikipedia

    en.wikipedia.org/wiki/Educational_entertainment

    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]

  5. History of games - Wikipedia

    en.wikipedia.org/wiki/History_of_games

    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 ...

  6. Educational video game - Wikipedia

    en.wikipedia.org/wiki/Educational_video_game

    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).

  7. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    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]

  8. Social media - Wikipedia

    en.wikipedia.org/wiki/Social_media

    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".

  9. Educational toy - Wikipedia

    en.wikipedia.org/wiki/Educational_toy

    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."