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  2. Abecedarian Early Intervention Project - Wikipedia

    en.wikipedia.org/wiki/Abecedarian_Early...

    This program assigned a random sample of 57 of 111 infants born between 1972 and 1977 to a full-time, high-quality educational intervention in a childcare setting from infancy through age 5 with the rest assigned to a control group. The children’s progress has been monitored over time with follow-up studies at ages 12, 15, 21, 30, and 35. [2]

  3. Early Learning House - Wikipedia

    en.wikipedia.org/wiki/Early_Learning_House

    Ellen Adams wrote that the title offered an "excellent" introduction to science for young children, and thought that the game's entertainment was heightened due to the "constant encouragement". [23] Childhood Education said the game was an "inviting exploration program" and "excellent introduction" to the subject matter.

  4. Peekaboo - Wikipedia

    en.wikipedia.org/wiki/Peekaboo

    Two children playing peekaboo (1895 painting by Georgios Jakobides). Peekaboo (also spelled peek-a-boo) is a form of play played with an infant.To play, one player hides their face, pops back into the view of the other, and says Peekaboo!, sometimes followed by I see you!

  5. Early childhood education in the United States - Wikipedia

    en.wikipedia.org/wiki/Early_childhood_education...

    According to the United States Department of Education, this program focuses on "improving early learning and development programs for young children by supporting States' efforts to: (1) increase the number and percentage of low-income and disadvantaged children in each age group of infants, toddlers, and preschoolers who are enrolled in high ...

  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. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Research shows the educational and social benefits of digital games. Games do not need to be specifically geared towards education to be educational tools. Games can bring together ways of knowing, ways of doing, ways of being, and ways of caring. [1] As John Dewey argued, schools are built on an

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