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  2. 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).

  3. Instructional simulation - Wikipedia

    en.wikipedia.org/wiki/Instructional_simulation

    An instructional simulation, also called an educational simulation, is a simulation of some type of reality (system or environment) but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation.

  4. 122 questions for kids to inspire conversation - AOL

    www.aol.com/news/101-questions-kids-195851864.html

    A list of serious and fun questions for kids to start conversation, make the family laugh or learn more about the children in your life. 122 questions for kids to inspire conversation Skip to main ...

  5. Byju's - Wikipedia

    en.wikipedia.org/wiki/Byju's

    Byju's is an education tutoring app that runs on a freemium model, [30] with free access to content limited for 15 days after the registration. [30] [31] It was launched in August 2015, [32] offering educational content for students from classes 4 to 12. [33]

  6. Flipped classroom - Wikipedia

    en.wikipedia.org/wiki/Flipped_classroom

    Flipped classroom teaching at Clintondale High School in Michigan, United States. A flipped classroom is an instructional strategy and a type of blended learning.It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. [1]

  7. 2-XL - Wikipedia

    en.wikipedia.org/wiki/2-XL

    The toy's tapes asked multiple-choice questions (MCQs) that were answered by pushing a YES or NO button that changed the tracking of the tape. It was a crude but reportedly innovative use of the technology that was present in that era. [14] In addition to its general popularity, 2-XL was unprecedented in terms of market revenue.

  8. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    In content-driven media, people learn by being told and reflecting on what they are told. In gaming, game designers create digital environments and game levels that shape, facilitate and even teach problem solving. [2] Games also teach students that failure is inevitable, but not irrevocable. In school, failure is a big deal.

  9. Adaptive learning - Wikipedia

    en.wikipedia.org/wiki/Adaptive_learning

    Adaptive learning, also known as adaptive teaching, is an educational method which uses computer algorithms as well as artificial intelligence to orchestrate the interaction with the learner and deliver customized resources and learning activities to address the unique needs of each learner. [1]

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