Search results
Results from the WOW.Com Content Network
Educational entertainment, also referred to by the portmanteau edutainment, [1] is media designed to educate through entertainment. The term was used as early as 1954 by Walt Disney . Most often it includes content intended to teach but has incidental entertainment value.
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).
Entering a classroom, whether one full of preschoolers or school age children, one has no doubt that educational toys are part of the modern educator's curriculum. From manipulative, to dress up, to board games, to musical instruments, to interactive electronic toys such as robots or turtle roamers, the breadth of educational toys is vast.
The search engine that helps you find exactly what you're looking for. Find the most relevant information, video, images, and answers from all across the Web.
For example, a story told in dramatic form can be presented in an open-air theatre, a music hall, a cinema, a multiplex, or as technological possibilities advanced, via a personal electronic device such as a tablet computer. Entertainment is provided for mass audiences in purpose-built structures such as a theatre, auditorium, or stadium
Theatre in education (TIE), originating in Britain in 1965, is the use of theatre for purposes beyond entertainment. It involves trained actors/educators performing for students or communities, with the intention of changing knowledge, attitudes, and behaviour.
Some of the more well-known topics in recreational mathematics are Rubik's Cubes, magic squares, fractals, logic puzzles and mathematical chess problems, but this area of mathematics includes the aesthetics and culture of mathematics, peculiar or amusing stories and coincidences about mathematics, and the personal lives of mathematicians.
The arrival of the personal computer, with the Altair 8800 in 1975, changed the field of software in general, with specific implications for educational software. Whereas users prior to 1975 were dependent upon university or government owned mainframe computers with timesharing, users after this shift could create and use software for computers in homes and schools, computers available for ...