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Learning through play is a term used in education and psychology to describe how a child can learn to make sense of the world around them. Through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments.
This is a list of educational software that is computer software whose primary purpose is teaching or self-learning. Educational software by subject
The extent of the roles games will play in learning remains to be seen. More research in this area is needed to determine impact of games and learning. Peter Gray, who has conducted research on early childhood learning, states that gaming is purely a beneficial activity in young children. He states that children are able to choose how to most ...
Role-playing game creation software is a game creation system (software program) intended to make it easy for non-programmers to create a role-playing video game.The target audience for most of these products is artists and creative types who have the imaginative abilities to assemble the elements of a game (artwork, plotline, music, etc.) but lack the technical skill to program it themselves.
Within game-based learning initiatives, students might use Gamestar Mechanic or GameMaker to create their own video game or explore and create 3D worlds in Minecraft. In these examples, the learning agenda is encompassed within the game itself. Some authors contrast gamification of learning with game-based learning.
Collaborative learning is a group-based learning approach in which learners are mutually engaged in a coordinated fashion to achieve a learning goal or complete a learning task. With recent developments in smartphone technology, the processing powers and storage capabilities of modern mobiles allow for advanced development and the use of apps.
Competition-based learning (CBL) is a student-centered pedagogy that combines project-based learning and competitions. [1] This can sometimes be referred to as game-based learning as well, which is different than gamification. [citation needed] CBL also utilizes team-based learning (or Active Collaborative Learning, ACL) and problem-based ...
In its initial iteration, started in 1996, [1] the Lucas Learning company was founded by George Lucas as a spin-off to LucasArts in order to provide challenging, engaging and fun educational software for classrooms. [2] Many of their award-winning titles were based on the national curriculum. [3]