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  2. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    But that question is overly simplistic. The National Research Council's report on laboratory activities and simulations [4] makes clear that the design and not merely the medium of a physical or virtual learning activity determines its efficacy. Digital games are a medium with certain affordances and constraints, just as physical labs and ...

  3. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an approach which recently has evolved, in coordination with technological developments, to include much larger scales for gameplay, new tools, and new ways to connect people. [45] The term gamification, coined in 2002, is not a one-dimensional reward system.

  4. 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).

  5. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. [29] [5] However, individual and contextual differences exist. [30] Gamification can be achieved using different game mechanics and elements which can be linked to 8 core drives when using the Octalysis ...

  6. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...

  7. ResearchGate - Wikipedia

    en.wikipedia.org/wiki/ResearchGate

    Identified on ResearchGate as "Research Ben", he had been a frequent user of ResearchGate, publishing over 80 papers of interest with the vast majority dealing with studies around child pornography and pedophiles. [37] ResearchGate has been criticized for emailing unsolicited invitations to the coauthors of its users. [5]:

  8. How Cougars Use Their Climbing Skills to Escape Danger - AOL

    www.aol.com/cougars-climbing-skills-escape...

    Cougars (Puma concolor) are one of the most widespread cats in the Americas.They roam across North, Central, and South America, from Canada and the United States all the way down to Patagonia ...

  9. Psychological effects of Internet use - Wikipedia

    en.wikipedia.org/wiki/Psychological_effects_of...

    Suicide is the third leading cause of death for youth between the ages of 10 and 24. Cyber bullying is rapidly increasing. Some writers have suggested monitoring and educating children from a young age about the risks associated with cyber bullying. [38] Children use, on average, 27 hours of internet a week and it is on the increase.