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Similar emotions in the wheel are adjacent to each other. [61] Anger, Anticipation, Joy, and Trust are positive in valence, while Fear, Surprise, Sadness, and Disgust are negative in valence. Anger is classified as a "positive" emotion because it involves "moving toward" a goal, [ 62 ] while surprise is negative because it is a violation of ...
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
A child playing tag.. This is a list of games that are played by children.Traditional children's games do not include commercial products such as board games but do include games which require props such as hopscotch or marbles (toys go in List of toys unless the toys are used in multiple games or the single game played is named after the toy; thus "jump rope" is a game, while "Jacob's ladder ...
Playskool creates products for newborn to preschool-aged children; products like the Kick Start Gym, Step Start Walk 'n Ride, and the Tummy Time line are aimed at developing the motor skills of babies. [14] [15] [16] Several toys, like Playskool's Pipeworks, Go Go Gears, and Busy Basics lines, were created to allow children to express creativity.
More than 100 pages use this file. The following list shows the first 100 pages that use this file only. A full list is available.. Acceptance; Acute stress reaction; Affect theory
Plutchik also created a wheel of emotions to illustrate different emotions. Plutchik first proposed his cone-shaped model (3D) or the wheel model (2D) in 1980 to describe how emotions were related. He suggested eight primary bipolar emotions: joy versus sadness; anger versus fear; trust versus disgust; and surprise versus anticipation.
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).
There is a growing body of research applying the sociology of emotion to understanding the learning experiences of students during classroom interactions with teachers and other students (for example, Milne & Otieno, 2007; [131] Olitsky, 2007; [132] Tobin, et al., 2013; [133] Zembylas, 2002 [134]).
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