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  2. Spongelab Interactive - Wikipedia

    en.wikipedia.org/wiki/Spongelab_Interactive

    This game is intended for high school and post secondary students who are currently studying in STEM fields. Players must navigate through knowledge mines while answering questions boosting their score to new levels. [8] Build-a-Body is an interactive game where 8th-12th graders play

  3. Educational video game - Wikipedia

    en.wikipedia.org/wiki/Educational_video_game

    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).

  4. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The dynamic combination of intrinsic and extrinsic motivators is a powerful force [22] which, if educational contexts can adapt from video games, may increase student motivation, and student learning. Some of the potential benefits of successful gamification initiatives in the classroom include: giving students ownership of their learning [28]

  5. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Educational game plus standard training compared to standard training for mental health professionals [6] Summary Current very limited evidence suggests educational games could help mental health students gain more points in their tests, especially if they have left revision to the last minute. The one salient study should be refined and ...

  6. Stanford Mobile Inquiry-based Learning Environment - Wikipedia

    en.wikipedia.org/wiki/Stanford_Mobile_Inquiry...

    The pre-service teachers reported that SMILE makes student thinking visible. Younger students are better at creating higher-quality questions. Older students are already used to the traditional learning model where fact-recall is the major theme of classroom activities.

  7. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    In gaming, game designers create digital environments and game levels that shape, facilitate and even teach problem solving. [2] Games also teach students that failure is inevitable, but not irrevocable. In school, failure is a big deal. In games, players can just start over from the last save.

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