Search results
Results from the WOW.Com Content Network
Gamification of learning does not involve students in designing and creating their own games or in playing commercially produced video games, making it distinguishable from game-based learning, or using educational games to learn a concept. Within game-based learning initiatives, students might use Gamestar Mechanic or GameMaker to create their ...
A list of metaphors in the English language organised alphabetically by type. A metaphor is a literary figure of speech that uses an image, story or tangible thing to represent a less tangible thing or some intangible quality or idea; e.g.,
A simile (/ ˈ s ɪ m əl i /) is a type of figure of speech that directly compares two things. [1] [2] Similes are often contrasted with metaphors, where similes necessarily compare two things using words such as "like", "as", while metaphors often create an implicit comparison (i.e. saying something "is" something else). However, there are ...
A metaphor is a figure of speech that, for rhetorical effect, directly refers to one thing by mentioning another. [1] It may provide (or obscure) clarity or identify hidden similarities between two different ideas. Metaphors are usually meant to create a likeness or an analogy. [2]
Uses of figurative language, or figures of speech, can take multiple forms, such as simile, metaphor, hyperbole, and many others. [12] Merriam-Webster's Encyclopedia of Literature says that figurative language can be classified in five categories: resemblance or relationship, emphasis or understatement, figures of sound, verbal games, and errors.
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).
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 ...
The couple metaphor-metonymy had a prominent role in the renewal of the field of rhetoric in the 1960s. In his 1956 essay, "The Metaphoric and Metonymic Poles", Roman Jakobson describes the couple as representing the possibilities of linguistic selection (metaphor) and combination (metonymy); Jakobson's work became important for such French ...