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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 learning a skill as they play. Game types include board game, board, card game, card, and video games. As educators, governments, and parents realize the psychological need and benefits that gaming has on learning, this educational tool has become mainstream. Games are interactive play that teach goals, rules, adaptation, problem solving, interaction, all represented as a story. They satisfy a fundamental need to learn by providing enjoyment, passionate involvement, structure, motivation, ego gratification, adrenaline, creativity, social interaction and emotion in the game itself while the lear ...
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Game
A game is a structured type of play usually undertaken for entertainment or fun, and sometimes used as an educational tool. Many games are also considered to be work (such as professional players of spectator sports or video games) or art (such as games involving an artistic layout such as mahjong, solitaire, or some video games). Games have a wide range of occasions, reflecting both the generality of its concept and the variety of its play. Games are sometimes played purely for enjoyment, sometimes for achievement or reward as well. They can be played alone, in teams, or online; by amateurs or by professionals. The players may have an audience of non-players, such as when people are entertained by watching a chess championship. On the other hand, players in a game may constitute their own audience as they take their turn to play. Often, part of the entertainment for children playing a game is deciding who is part of their audience and who participates as a player. A ...
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Role-playing Game
A role-playing game (sometimes spelled roleplaying game, or abbreviated as RPG) is a game in which players assume the roles of player character, characters in a fictional Setting (narrative), setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal role-playing game system, system of rules and guidelines. There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG or TTRPG), is conducted through discussion, whereas in live action role-playing game, live action role-playing (LARP), players physically perform their characters' actions.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the g ...
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Genomics Digital Lab
Genomics Digital Lab (GDL) is a browser-based series of educational games, simulations, and animations created by Spongelab Interactive. It is designed to teach high school students about biology including photosynthesis, respiration, transcription, and translation. Genomics Digital Lab was released in 2009 and is available for purchase at home or school, or as a free 7-day trial. Game play The user takes on the mission to save a dying plant. This is first done in the introductory level, where the user must identify the correct light, gas, and liquid conditions to make a plant thrive and survive. In the intermediate level, the user enters each of the organelles (chloroplast, mitochondrion, and nucleus) where they must pass a variety of challenges. Each lesson has 3-4 levels, each starting with a tutorial, then getting progressively harder. In Lesson 2, the user is taken to the chloroplast where their goal is to make sugar using CO2 and sunlight by playing the Light Reaction an ...
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Gamification Of Learning
The gamification of learning is an Educational technology, educational approach that seeks to motivate students by using video game design and game elements in learning environments. The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue 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. In other words, gamification is the introduction of game elements into a traditionally non-game situation. There are two forms of gamification: structural, which means no changes to subject matter, and the altered content method that adds subject matter. Games applied in learning can be considered serious games, or games where the learning experience is centered around serious stories. A serious story needs to be both "impressive in quality" and "p ...
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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 thinking, social interaction, and technology, all in service of doing things they care about.Shaffer, D., Squire, K., Halverson, R., & Gee, J. P. (2005) Computers and other technologies have already changed the way students learn. Integrating games into education has the potential to create new and more powerful ways to learn in schools, communities and workplaces. Games and learning researchers study how the social and collaborative aspects of video gameplay can create new kinds of learning communities. Researchers also study how the data generated by gameplay can be used to design the next generation of learning assessments. Research The games and learning ...
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Edutainment
Educational entertainment, also referred to by the portmanteau edutainment, is media designed to education, educate through entertainment. The term has been used as early as 1933. Most often it includes content intended to teach but has incidental entertainment value. It has been used by academia, corporations, governments, and other entities in various countries to disseminate information in classrooms and/or via television, radio, and other media to influence viewers' opinions and behaviors. History Concept Interest in combining education with entertainment, especially in order to make learning more enjoyable, has existed for hundreds of years, with the Renaissance and Age of Enlightenment, Enlightenment being movements in which this combination was presented to students.. John Amos Comenius, Komenský in particular is affiliated with the "school as play" concept, which proposes pedagogy with dramatic or delightful elements. ''Poor Richard's Almanack'' demonstrates early ...
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Educational Website
Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and Education sciences, educational theory and practice to facilitate learning and teaching. When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology. In ''EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age'', Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the Privately held company, privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world." ...
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Educational Toy
Educational toys (sometimes also called "instructive toys") are objects of play, generally designed for children. Educational Toys help with motivation, helping kids use their imagination while still pulling in the real world. These toys are important tools that offer news ways for kids to interact and stimulate learning. They are often intended to meet an educational purpose such as helping a child develop a particular skill or teaching a child about a particular subject. They often simplify, miniaturize, or even model activities and objects used by adults. Although children are constantly interacting with and learning about the world, many of the objects they interact with and learn from are not toys. Toys are generally considered to be specifically built for children's use. A child might play with and learn from a rock or a stick, but it would not be considered an educational toy because 1) it is a natural object, not a designed one, and 2) it has no expected educational ...
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Avaya
Avaya LLC(), formerly Avaya Inc., is an American multinational technology company headquartered in Morristown, New Jersey, that provides cloud communications and workstream collaboration services. The company's platform includes unified communications and contact center services. In 2019, the company provided services to 220,000 customer locations in 190 countries. History In 1995, AT&T Corporation renamed their subsidiary AT&T Technologies to Lucent Technologies and spun it off in 1996. Lucent subsequently spun off units of its own in an attempt to restructure its struggling operations. Avaya Inc. was spun off from Lucent as its own company in 2000 (Lucent merged with Alcatel SA in 2006, becoming Alcatel-Lucent, which was purchased in turn by Nokia Nokia Corporation is a Finnish multinational corporation, multinational telecommunications industry, telecommunications, technology company, information technology, and consumer electronics corporation, originally establish ...
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Common Core State Standards Initiative
The Common Core State Standards Initiative, also known as simply Common Core, was an American, multi-state educational initiative begun in 2010 with the goal of increasing consistency across state standards, or what K–12 students throughout the United States should know in Language arts, English language arts and mathematics at the conclusion of each Educational stage, school grade. The initiative was sponsored by the National Governors Association and the Council of Chief State School Officers. The initiative also sought to provide states and schools with articulated expectations around the skills students graduating from high school needed in order to be prepared to enter credit-bearing courses at two- or four-year college programs or to enter the workforce. Background In the 1990s, a movement began in the U.S. to establish national educational standards for students across the country. * (a) outlining what students were expected to know and do at each grade level * (b) im ...
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Interactive Multimedia Educational Game
Across the many fields concerned with interactivity, including information science, computer science, human-computer interaction, communication, and industrial design, there is little agreement over the meaning of the term "interactivity", but most definitions are related to interaction between users and computers and other machines through a user interface. Interactivity can however also refer to interaction between people. It nevertheless usually refers to interaction between people and computers – and sometimes to interaction between computers – through software, hardware, and networks. Multiple views on interactivity exist. In the "contingency view" of interactivity, there are three levels: #Not interactive, when a message is not related to previous messages. #Reactive, when a message is related only to one immediately previous message. #Interactive, when a message is related to a number of previous messages and to the relationship between them. One body of research h ...
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Electronic Game
An electronic game is a game that uses electronics to create an interactive system with which a player can play. Video games are the most common form today, and for this reason the two terms are often used interchangeably. There are other common forms of electronic games, including handheld electronic games, standalone arcade game systems (e.g. electro-mechanical games, pinball, slot machines), and exclusively non-visual products (e.g. audio games). Arcade games Arcade video games Electronic video arcade games make extensive use of solid state electronics and integrated circuits. In the past coin-operated arcade video games generally used custom per-game hardware often with multiple CPUs, highly specialized sound and graphics chips and/or boards, and the latest in computer graphics display technology. Recent arcade game hardware is often based on modified video game console hardware or high end pc components. Arcade games may feature specialized ambiance or control acc ...
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