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  2. Twenty questions - Wikipedia

    en.wikipedia.org/wiki/Twenty_questions

    Both games involve asking yes/no questions, but Twenty Questions places a greater premium on efficiency of questioning. A limit on their likeness to the scientific process of trying hypotheses is that a hypothesis, because of its scope, can be harder to test for truth (test for a "yes") than to test for falsity (test for a "no") or vice versa.

  3. Questions (game) - Wikipedia

    en.wikipedia.org/wiki/Questions_(game)

    Questions is a game in which players maintain a dialogue of asking questions back and forth for as long as possible without making any declarative statements. Play begins when the first player serves by asking a question (often "Would you like to play questions?"). The second player must respond to the question with another question (e.g.

  4. Socratic questioning - Wikipedia

    en.wikipedia.org/wiki/Socratic_questioning

    Socratic questioning (or Socratic maieutics) [1] is an educational method named after Socrates that focuses on discovering answers by asking questions of students. According to Plato, Socrates believed that "the disciplined practice of thoughtful questioning enables the scholar/student to examine ideas and be able to determine the validity of those ideas". [2]

  5. Inquiry-based learning - Wikipedia

    en.wikipedia.org/wiki/Inquiry-based_learning

    Inquiry-based learning (also spelled as enquiry-based learning in British English) [a] is a form of active learning that starts by posing questions, problems or scenarios. It contrasts with traditional education , which generally relies on the teacher presenting facts and their knowledge about the subject.

  6. List of video game genres - Wikipedia

    en.wikipedia.org/wiki/List_of_video_game_genres

    Action games emphasize physical challenges that require hand-eye coordination and motor skill to overcome. They center around the player, who is in control of most of the action. Most of the earliest video games were considered action games. Today, it is still a vast genre covering all games that involve physical challenges.

  7. Active learning - Wikipedia

    en.wikipedia.org/wiki/Active_learning

    A learning cell is a process of learning where two students alternate asking and answering questions on commonly read materials. To prepare for the assignment, the students read the assignment and write down questions that they have about the reading.

  8. Learning - Wikipedia

    en.wikipedia.org/wiki/Learning

    Electronic learning or e-learning is computer-enhanced learning. A specific and always more diffused e-learning is mobile learning (m-learning), which uses different mobile telecommunication equipment, such as cellular phones. When a learner interacts with the e-learning environment, it is called augmented learning. By adapting to the needs of ...

  9. Puzzle - Wikipedia

    en.wikipedia.org/wiki/Puzzle

    Tabletop and digital word puzzles include Bananagrams, Boggle, Bonza, Dabble, Letterpress (video game), Perquackey, Puzzlage, Quiddler, Ruzzle, Scrabble, Upwords, WordSpot, and Words with Friends. Wheel of Fortune (U.S. game show) is a game show centered on a word puzzle. Puzzle video games. Tile-matching video game; Puzzle-platformer ...

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