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BrainPop. BrainPop (stylized as BrainPOP) is a group of educational websites based in New York City. It hosts over 1,000 short animated movies for students in grades Kâ8 (ages 5 to 14), together with quizzes and related materials, covering the subjects of science, social studies, English, math, engineering and technology, health, arts and music.
See also. 0â9. 1CC. Abbreviation of one-credit completion or one-coin clear. To complete an arcade (or arcade-style) game without using continues. [ 1] 1-up. An object that gives the player an extra life (or attempt) in games where the player has a limited number of chances to complete a game or level. [ 2]
Duck, duck, goose (also called Duck, duck, gray duck or Daisy in the dell) is a traditional children's game often first learned in preschool or kindergarten. The game may be later adapted on the playground for early elementary students. The object of this game is to walk in a circle, tapping on each player's head until one is finally chosen ...
The LOGO Board Game is for 2 to 6 players (or teams) aged 12 and up. Players travel round the board of purple, yellow, green, and red spaces, based on correctly answered questions, until they reach the winning zone in the center. The questions are based on logos, products and packaging of well-known brands. There are three types of question card:
Interactive storytelling. Mode (s) Single-player. The Beginner's Guide is an interactive storytelling video game created by Davey Wreden under the studio name Everything Unlimited Ltd. The game was released for Linux, OS X, and Windows on October 1, 2015. The game is Wreden's follow-up to the critically praised The Stanley Parable, his previous ...
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).
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 ...
The meanings for several emoticons are explained in this advertisement. [94] MCI "Space Kids" Kids in a classroom communicate with an astronaut in space, via email and video from MCI. During the conversation, the inside of the classroom becomes weightless and the kids begin to float around like they are in space. [95]