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A virtual world (also called a virtual space) is a computer-simulated environment [ 1] which may be populated by many simultaneous users who can create a personal avatar [ 2] and independently explore the virtual world, participate in its activities, and communicate with others. [ 3][ 4] These avatars can be textual, [ 5] graphical ...
Fantasy, kids: Freemium: 2012: Pirate game, kid-safe chat Pirates of the Burning Sea: Active 3D: Historical (maritime) Free-to-play: 2008: Vision Online Games takeover 2019 Pirates of the Caribbean Online: Closed 3D: Adventure: Free-to-play: 2007: 2013 PlaneShift: Active 3D: Fantasy: Free-to-play: 2002: Open source Poptropica: Active 2D (side ...
JumpStart (known as Jump Ahead in the United Kingdom) was an educational media franchise created for children, primarily consisting of educational games. The franchise began with independent developer Fanfare Software's 1994 video game JumpStart Kindergarten. The series was expanded into other age groups and beyond games to include workbooks ...
Meetup (an online service designed to facilitate real-world meetings of people involved in various virtual communities) Meetro (local focused communities) StumbleUpon (web surfing) Woozworld (virtual gaming community for youth) YTMND (Picture, Sound, Text) Group blogs; TakingITGlobal (Youth - social networking for social good)
ourWorld combined an online virtual world with a range of casual gaming activities. [1] Each player had an avatar and a condo which could be decorated. An in-game currency, "Flow", was earned by talking, dancing, eating and drinking, and playing games. Flow could be exchanged for experience points and coins. ourWorld operated on
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 ...
Online school. A staged example of an online classroom using Jitsi. The teacher is sharing their screen. An online school ( virtual school, e-school, or cyber-school) teaches students entirely or primarily online or through the Internet. It has been defined as "education that uses one or more technologies to deliver instruction to students who ...
Whyville is an educational Internet site geared towards children aged 8–14, founded and managed by Numedeon Inc. Whyville engages its uses in learning about a broad range of topics, including science, business, art and geography. Whyville's users (Whyvillians) engage in virtual world simulation based games and role play sponsored by a wide ...