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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 large part of the backbone of ICT4D was the action framework called the Africa Information Society Initiative (AISI). Seeking to install the ICT infrastructure in Africa, its goals were to were connect every single African village with the global information network by 2010 and spur growth of smaller ICT initiatives in different sectors. [2]
These initial home video game consoles were popular, leading to a large influx of companies releasing Pong and other video game clones to satisfy consumer demand. While there were only seven companies that were releasing home consoles in 1975, there were at least 82 by 1977, with more than 160 different models that year alone that were easily ...
Pre-colonial Africa was made up of ethnic groups and states that embarked on migrations depending on seasons, the availability of fertile soil, and political circumstances. . Therefore, power was decentralized among several states in pre-colonial Africa (many people held some form of authority and as such power was not concentrated in a particular person or an institution).
"Fear of missing out" can lead to psychological stress at the idea of missing posted content by others while offline. The relationships between digital media use and mental health have been investigated by various researchers—predominantly psychologists, sociologists, anthropologists, and medical experts—especially since the mid-1990s, after the growth of the World Wide Web and rise of ...
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.
On 24 January 2011, Joe Baca reintroduced the Video game health labelling act as H.R. 400 of the 112th Congress. [107] The bill was once again passed onto the subcommittee. On 27 June 2011, the Supreme Court of the United States ruled on Brown v. Entertainment Merchants Association. Video games were protected speech under the First Amendment.
The next phase of ICT adoption, between 2001 and 2005, saw a focus on creating more access for learners, including “basic connectivity, wired schools and educator development.” [45]:847 Computer use for students expanded, while staff were introduced to email and the internet. During this time, ICTs were most often used to find information ...