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  2. ScratchJr - Wikipedia

    en.wikipedia.org/wiki/ScratchJr

    Children create code in objects called sprites - which can be characters or other objects. ScratchJr comes with a library of sprites, and sprites can be edited or new ones created using the "Paint Editor". The paint editor lets you paint in many different colors, with different thicknesses. You can also draw shapes and erase paint.

  3. Poptropica - Wikipedia

    en.wikipedia.org/wiki/Poptropica

    In 2011, Poptropica was listed on Time magazine's list of "50 Websites that Make the Web Great", where it was described as "an inventive megasite for kids with a wholesome and slightly educational bent". [3] By 2012, the game had grown to have over 75 million registered users, with 35 million in the 15-25 age group. [4]

  4. Scratch (programming language) - Wikipedia

    en.wikipedia.org/wiki/Scratch_(programming_language)

    Scratch is a high-level, block-based visual programming language and website aimed primarily at children as an educational tool, with a target audience of ages 8 to 16. [9] [10] Users on the site can create projects on the website using a block-like interface.

  5. Twine (software) - Wikipedia

    en.wikipedia.org/wiki/Twine_(software)

    It is regarded as a tool which can be used by anyone interested in interactive fiction and experimental games. [5] [6] Twine 2 is a browser-based application written in HTML5 and Javascript, also available as a standalone desktop app; it also supports CSS. [5] It is currently in version 2.9.0, as of June 2024. [1]

  6. Swift Playgrounds - Wikipedia

    en.wikipedia.org/wiki/Swift_Playgrounds

    In addition to Apple's own educational content, Swift Playgrounds can download third-party lessons through its subscriptions feature. [ 5 ] [ 4 ] Some third-party lessons allow the app to control robots (such as Lego Mindstorms EV3 and Sphero educational toys) and drones (such as the Parrot ). [ 6 ]

  7. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. [4] In other words, gamification is the introduction of game elements into a traditionally non-game situation.

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