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An in-game screenshot from Fate of the World, a global warming game. A climate change video game, also known as a global warming game, is a type of serious game.. As a serious game, it attempts to simulate and explore real life issues to educate players through an interactive experience.
Biological simulation video games (2 C, 42 P) Pages in category "Environmental education video games" The following 30 pages are in this category, out of 30 total.
This is a list of notable educational video games. There is some overlap between educational games and interactive CD-ROMs and other programs (based on player agency), and between educational games and related genres like simulations and interactive storybooks (based on how much gameplay is devoted to education). This list aims to list games ...
Oceans often act as renewable resources. Sawmill near Fügen, Zillertal, Austria Global vegetation. A renewable resource (also known as a flow resource [note 1] [1]) is a natural resource which will replenish to replace the portion depleted by usage and consumption, either through natural reproduction or other recurring processes in a finite amount of time in a human time scale.
These are educational video games intended for children between the ages of 3 and 17. While most of these games have an EC (Early Childhood) rating according to the ESRB, some of these games have a K-A/E (Everyone) rating.
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).
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Educational software, as the name implies, are a subset of educational games which attempt to teach the user using the game as a vehicle. Most of these types of games target young user from the ages of about three years to mid-teens; past the mid-teens, subjects become so complex (e.g. Calculus) that teaching via a game may be impractical.
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