enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. The Joan Ganz Cooney Center - Wikipedia

    en.wikipedia.org/wiki/The_Joan_Ganz_Cooney_Center

    The Cooney Center focuses on research, new technologies, and catalyzing policy change. Its activities comprise three primary themes: Literacy by Ten: The Cooney Center co-authored Pioneering Literacy in the Digital Wild West: Empowering Parents and Educators, a 2012 report that has been used by literacy researchers from Stanford University [5] and others around the globe. [6]

  3. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3]

  4. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam.When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games.

  5. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Within these learning principles Gee shows the reader the various ways in which games and learning are linked and how each principle supports learning through gaming. One example would be Learning Principle 6: "Psychosocial Moratorium" Principle, where Gee explains that in games, learners can take risks in a space where real-world consequences ...

  6. Make believe - Wikipedia

    en.wikipedia.org/wiki/Make_believe

    What separates play from other daily activities is its fun and creative aspect rather than being an action performed for the sake of survival or necessity. [2] Children engage in make believe for a number of reasons. It provides the child with a safe setting to express fears and desires. [3]

  7. 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 ...

  8. Stonemaier Games and the Business of Fun - AOL

    www.aol.com/stonemaier-games-business-fun...

    Jamey Stegmaier: A couple of different examples from those games. For Viticulture, we have a bunch of little wooden tokens, and we could have made them cubes, but instead, we made them look like ...

  9. 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).