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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 ...
All types of games, including board, card, quizzes, and video games, may be used in an educational environment. [23] Educational games are designed to teach people about certain subjects, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play. [citation needed]
These video game systems offer more than entertainment for your household. Video games generally get a bad rap for too much violence and promoting a sedentary and anti-intellectual lifestyle.
Video games can be used to teach a user technology literacy or more about a subject. Some operating systems and mobile phones have these features. A notable example is Microsoft Solitaire , which was developed to familiarize users with the use of graphical user interfaces , especially the mouse and the drag-and-drop technique.
Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments.
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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