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  2. Spongelab Interactive - Wikipedia

    en.wikipedia.org/wiki/Spongelab_Interactive

    The website provides a free online collection of multimedia including educational games, videos, images, and lesson plans, with a focus on game-based learning. Spongelab.com is a web-based teaching platform that allows educators to combine science, discovery learning tools and technology to create a visually engaging interactive whole. [1]

  3. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    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 ...

  4. Globaloria - Wikipedia

    en.wikipedia.org/wiki/Globaloria

    Globaloria was developed as a response to a perceived lack of computer science and STEM education opportunities in the United States. [4] Following its stated concept goal of a "scalable, digital game-design learning platform, curriculum, and professional development system that is easily integrated into any school," [5] Globaloria courses each provide a 40- to 100-hour game-design curriculum ...

  5. Computer-supported collaborative learning - Wikipedia

    en.wikipedia.org/wiki/Computer-supported...

    Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. [1]

  6. IEEE Transactions on Learning Technologies - Wikipedia

    en.wikipedia.org/wiki/IEEE_Transactions_on...

    The IEEE Transactions on Learning Technologies (TLT) is a peer-reviewed scientific journal covering advances in the development of technologies for supporting human learning. It was established in 2008 and is published by the IEEE Education Society. [1] The current editor-in-chief (since 2022) is Minjuan Wang of San Diego State University.

  7. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Games have rules and structure and goals that inspire motivation. Games are interactive and provide outcomes and feedback. Most games also have problem solving situations that spark creativity. [18] Identification with the character within the video game is an important factor in the learning potential of the gamer.

  8. Muzzy Lane - Wikipedia

    en.wikipedia.org/wiki/Muzzy_Lane

    Muzzy Lane Software is a technology company developing game-based learning software tools in the Education Technology space. In 2015 they released Muzzy Lane Author, a suite of tools that allow educators to create their own game-based learning assessments.

  9. E-learning (theory) - Wikipedia

    en.wikipedia.org/wiki/E-learning_(theory)

    This approach is particularly advantageous in virtual learning environments (VLEs), where well-designed multimedia tools can replicate or even enhance traditional classroom dynamics by incorporating interactive elements, such as quizzes and visual aids, to manage cognitive load and reinforce learning. [1]

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