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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 ...
List. The first step is to produce a list of words that are associated with a particular concept that will be studied. Before beginning the new topic in a given subject, the teacher selects a one- or two-word concept and displays it (e.g. on board, whiteboard, overhead, etc.).
The use of Virtual University allowed the researchers to identify the following key points: from its playfulness combined with video game technologies, the tool was able to motivate learners intrinsically; the simulation game also recreates learning situations extremely close to that of reality, especially considering the complexity, dynamism ...
Special attention is devoted to strategies for incorporating historical thinking skills into classroom teaching. [8] Historical thinking skills are a set of reasoning skills, including close reading, corroboration, and contextualization, that help students think critically about the past. [ 9 ]
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).
A teaching method is a set of principles and methods used by teachers to enable student learning.These strategies are determined partly by the subject matter to be taught, partly by the relative expertise of the learners, and partly by constraints caused by the learning environment. [1]
The games and learning research world studies how new digital media tools shift the topic of education research from recalling and repeating information to being able to find it, evaluate it and use it compellingly at the right time and in the right context. Games and learning research explores how games and game communities can lead to 21st ...
One adaptation as created by Hill [7] [8] is an extension of the traditional KWL chart to include a column for "Further Wonderings" at the end of the table. This allows for the students' knowledge to continue beyond what they have learned within the classroom. The idea behind this extra column is to encourage the students to continue to learn. [8]