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  2. Mightier - Wikipedia

    en.wikipedia.org/wiki/Mightier

    The program is highly regarded by parents for children with autism, ADHD, ADD, ODD, anxiety, and other emotional regulation challenges. [ 4 ] The company works with popular video game developers to add the Mightier emotional learning layer to the games to keep kids engaged and learning.

  3. 3C Institute - Wikipedia

    en.wikipedia.org/wiki/3C_Institute

    3C Institute is developing other social-emotional learning games including Stories in Motion, intended for elementary school students with high-functioning autism, [18] and Hall of Heroes, intended for middle school students. [19] 3C Institute also works with outside clients to develop programs to help researchers collect and translate data better.

  4. Amid a mental health crisis, toy industry takes on a new role ...

    www.aol.com/news/amid-mental-health-crisis-toy...

    While still in its early phase, a growing number of toy marketers are embracing MESH — or mental, emotional and social health — as a designation for toys that teach kids skills like how to ...

  5. List of educational video games - Wikipedia

    en.wikipedia.org/.../List_of_educational_video_games

    This is a list of notable educational video games. There is some overlap between educational games and interactive CD-ROMs and other programs (based on player agency), and between educational games and related genres like simulations and interactive storybooks (based on how much gameplay is devoted to education). This list aims to list games ...

  6. 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.

  7. ‘Blippi’ Games Launch on Lingokids App in New Deal With ...

    www.aol.com/entertainment/blippi-games-launch...

    These interactive experiences will focus on developing essential skills, including vocabulary, logic, creativity, and emotional intelligence for children ages 2-8.”

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