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  2. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    256. ISBN. 978-1403984531. What Video Games Have to Teach Us About Learning and Literacy is a book by James Paul Gee that focuses on the learning principles in video games and how these principles can be applied to the K-12 classroom. Video games can be used as tools to challenge players, when they are successful.

  3. List of educational video games - Wikipedia

    en.wikipedia.org/.../List_of_educational_video_games

    This is a list of notable educational video games.. There is some overlap between educational games and interactive CD-ROMs and other programs (based on player agency), and between educational games and related genres like simulations and interactive storybooks (based on how much gameplay is devoted to education).

  4. List of novels based on video games - Wikipedia

    en.wikipedia.org/wiki/List_of_novels_based_on...

    Oliver Bowden. ISBN 978-1945210280. Prequel novel to Assassin's Creed Origins. Assassin's Creed: Odyssey. Gordon Doherty. ISBN 978-1405939737. Ace Books. Novelization of Assassin's Creed Odyssey; follows the story of Kassandra, the female protagonist of the game. Assassin's Creed: The Ming Storm.

  5. James Paul Gee - Wikipedia

    en.wikipedia.org/wiki/James_Paul_Gee

    James Paul Gee. James Gee ( / dʒiː /; born April 15, 1948) is a retired American researcher who has worked in psycholinguistics, discourse analysis, sociolinguistics, bilingual education, and literacy. Gee most recently held the position as the Mary Lou Fulton Presidential Professor of Literacy Studies at Arizona State University, [1 ...

  6. List of books about video games - Wikipedia

    en.wikipedia.org/.../List_of_books_about_video_games

    Business. Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made. ( ISBN 978-0062651235) by Jason Schreier. Business & Legal Primer for Game Development. ( ISBN 1-58450-492-7) by Brian Green and S. Gregory Boyd. Changing the Game: How Video Games Are Transforming the Future of Business.

  7. 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 ...

  8. Reader Rabbit - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit

    Reader Rabbit: Jumpsmarter. 2018. Reader Rabbit is an educational video game franchise created in 1984 by The Learning Company. The series is aimed at children from infancy to the age of nine. In 1998, a spiritual successor series called The ClueFinders was released for older students aged seven to twelve.

  9. Early Learning House - Wikipedia

    en.wikipedia.org/wiki/Early_Learning_House

    April 21, 1996. Early Learning House [1] or simply the House Series is a collection of four main educational video games and two compilations for the Windows and Macintosh platforms, developed by Theatrix Interactive, Inc. and published by Edmark software. Each different game focuses on a particular major learning category with selectable skill ...