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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3] Gamification, broadly defined, is the process ...

  3. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    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 ...

  4. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Games and learning. Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating ...

  5. Active learning - Wikipedia

    en.wikipedia.org/wiki/Active_learning

    Classroom teaching. Active learning is "a method of learning in which students are actively or experientially involved in the learning process and where there are different levels of active learning, depending on student involvement." [1] Bonwell & Eison (1991) states that "students participate [in active learning] when they are doing something ...

  6. Play Canasta For Two Online for Free - AOL.com

    www.aol.com/games/play/masque-publishing/canasta...

    Canasta for Two. Now you can go head to head as you create melds of cards of the same rank and then go out by playing or discarding all the cards in your hand. By Masque Publishing. Advertisement ...

  7. Mobile phone use in schools - Wikipedia

    en.wikipedia.org/wiki/Mobile_phone_use_in_schools

    A phone cage used for keeping students' phones away from them during school hours. The use of mobile phones in schools has become a controversial topic debated by students, parents, teachers and authorities. People who support the use of mobile phones believe that these phones are useful for safety, allowing children to communicate with their ...

  8. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Educational research. Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. [1] [2] When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology.

  9. Use online games to get a college scholarship

    www.aol.com/2010/10/26/use-online-games-to-get-a...

    Now middle-and-high school students, 13 and older, can play games to earn scholarship cash for. Your mother always told you to stop playing Nintendo and study, but little did she know that your ...