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  2. Midnight Rescue! - Wikipedia

    en.wikipedia.org/wiki/Midnight_Rescue!

    Midnight Rescue! is an educational and entertainment hybrid computer game created by The Learning Company in 1989 [1] for Windows and Macintosh PCs. The program is designed to help strengthen the reading and critical thinking skills of children grades three to five.

  3. Cozmo - Wikipedia

    en.wikipedia.org/wiki/Cozmo

    Cozmo is a miniature robot created by Anki. Cozmo's base model, is a small, white and gray robot with red highlights. It makes use of distinct expressions, dubbed the "emotion engine", in order to mimic human emotion. Later editions came in red and white, gray and black and another in blue.

  4. Gecko's Garage - Wikipedia

    en.wikipedia.org/wiki/Gecko's_Garage

    Gecko's Garage is a British animated children's television series about a friendly gecko car mechanic named Gecko who helps vehicles, robots, and others who need a helping hand. In addition to entertaining its target audience of children aged 2–5, it also aims to help children develop cognitive skills such as colours, shapes, and numbers.

  5. Educational robotics - Wikipedia

    en.wikipedia.org/wiki/Educational_robotics

    Robots include articulated robots, mobile robots or autonomous vehicles. Educational robotics can be taught from elementary school to graduate programs. Robotics may also be used to motivate and facilitate the instruction other, often foundational, topics such as computer programming, artificial intelligence or engineering design.

  6. Dash Robotics, Inc - Wikipedia

    en.wikipedia.org/wiki/Dash_Robotics,_Inc

    The original concepts behind the robot's motion are attributed to Dr. Robert Full, a biologist at UC Berkeley, and can be seen outlined in his Ted Talk. [5] Mattel licensed the Kamigami brand in spring of 2017, [ 6 ] and oversaw the national release in fall of 2017 as part of their new emphasis on STEM and "digital age" toys.

  7. Lego Mindstorms - Wikipedia

    en.wikipedia.org/wiki/Lego_Mindstorms

    The Lego Mindstorms product line was the first project of "Home Education", a division of Lego Education established by employee Tormod Askildsen in 1995. Askildsen, who had previously spent ten years working for Lego Education, had grown frustrated working with teaching professionals and wanted to create an improved educational experience that was delivered directly towards children.

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  9. 2-XL - Wikipedia

    en.wikipedia.org/wiki/2-XL

    2-XL (2-XL Robot, 2XL Robot, 2-XL Toy) is an educational toy robot that was marketed from 1978–1981 [1] by the Mego Corporation, and from 1992–1995 by Tiger Electronics. 2-XL was the first "smart-toy" in that it exhibited rudimentary intelligence, memory, gameplay, and responsiveness.