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  2. Category:Attention to Detail games - Wikipedia

    en.wikipedia.org/wiki/Category:Attention_to...

    Printable version; In other projects ... Pages in category "Attention to Detail games" ... Sydney 2000 (video game)

  3. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam.When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games.

  4. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3]

  5. The workplace attention span is dead: 60% of employees ... - AOL

    www.aol.com/finance/workplace-attention-span...

    These workplace distractions are just one piece of the puzzle of a broken workplace culture that prizes looking productive and dawdling over redundant, menial tasks above actual efficiency and ...

  6. Let's Go Luna! - Wikipedia

    en.wikipedia.org/wiki/Let's_Go_Luna!

    PBS broadcasts the show on its stations and also airs on the 24-hour PBS Kids channel, as well as the PBS Kids video app. Let's Go Luna! offers digital content for kids, parents and teachers, debuting from its PBS Kids website and a Luna app was also confirmed and would have been released shortly after the series' debut. However, the app ceased ...

  7. Test of Variables of Attention - Wikipedia

    en.wikipedia.org/wiki/Test_of_Variables_of_Attention

    During the first section of the test, the objective is to measure attention during a boring task. For adults, this section is 10.8 minutes long and the non-target is presented 3.5 times for every 1 time a target is presented. The second section of the test is a measure of attention while attending to a stimulating task (target frequent).

  8. Play (activity) - Wikipedia

    en.wikipedia.org/wiki/Play_(activity)

    Playing video games is one of the most common mediums of play for children and adults today. There have been mixed reviews on the effects of video games. One study found "[playing video games] was positively associated with skills strongly related to academic success, such as time management, attention, executive control, memory, and spatial ...

  9. Learning through play - Wikipedia

    en.wikipedia.org/wiki/Learning_through_play

    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.