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  2. Category:Children's educational video games - Wikipedia

    en.wikipedia.org/wiki/Category:Children's...

    These are educational video games intended for children between the ages of 3 and 17. While most of these games have an EC (Early Childhood) rating according to the ESRB, some of these games have a K-A/E (Everyone) rating.

  3. Heads up, seven up - Wikipedia

    en.wikipedia.org/wiki/Heads_up,_seven_up

    The game then starts again. [3] [4] Participants who guess later in the seven have an advantage, especially if one or more pickers have been eliminated. To make the game fair, the teacher can alternate the order in which the participants are called each time (such as from the front of the classroom to back, or left to right, or some other ...

  4. Reader Rabbit - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit

    Reader Rabbit is an educational video game franchise created in 1984 by The Learning Company.The series is aimed at children from infancy to the age of nine. In 1998, a spiritual successor series called The ClueFinders was released for older students aged seven to twelve.

  5. Class arrangement - Wikipedia

    en.wikipedia.org/wiki/Class_arrangement

    Class arrangement is thought to affect the student engagement, focus and participation. [2] Some research suggests that seating location is related to academic achievement and classroom participation, and class arrangement has the ability to affect the communal environment within the room.

  6. Playground - Wikipedia

    en.wikipedia.org/wiki/Playground

    Older children who would play vigorous games must have places especially set aside for them; and, since play is a fundamental need, playgrounds should be provided for every child as much as schools. This means that they must be distributed over the cities in such a way as to be within walking distance of every boy and girl, as most children can ...

  7. Educational toy - Wikipedia

    en.wikipedia.org/wiki/Educational_toy

    Alphabet blocks. The identification of specific toys as having an explicitly educational purpose dates to the 1700s. [11] In 1693, in Some Thoughts Concerning Education, liberal philosopher John Locke asserted that educational toys could enhance children's enjoyment of learning their letters: "There may be dice and play-things, with the letters on them to teach children the alphabet by playing ...

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