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A Venn diagram on educational entertainment. Educational entertainment, also referred to by the portmanteau edutainment, [ 1 ] is media designed to educate through entertainment. The term was used as early as 1954 by Walt Disney. Most often it includes content intended to teach but has incidental entertainment value.
Video games. A sandbox game is a video game with a gameplay element that provides players a great degree of creativity to interact with, usually without any predetermined goal, or alternatively with a goal that the players set for themselves. Such games may lack any objective, and are sometimes referred to as non-games or software toys.
e. Roguelike (or rogue-like) is a style of role-playing game traditionally characterized by a dungeon crawl through procedurally generated levels, turn-based gameplay, grid-based movement, and permanent death of the player character. Most roguelikes are based on a high fantasy narrative, reflecting their influence from tabletop role-playing ...
Computer literacy. Computer literacy is defined as the knowledge and ability to use computers and related technology efficiently, with skill levels ranging from elementary use to computer programming and advanced problem solving. Computer literacy can also refer to the comfort level someone has with using computer programs and applications.
Study skills or study strategies are approaches applied to learning. Study skills are an array of skills which tackle the process of organizing and taking in new information, retaining information, or dealing with assessments. They are discrete techniques that can be learned, usually in a short time, and applied to all or most fields of study.
27.4% of students 19–23 years old. 35.6% of students 24–29 years old. 42.1% of students 30–39 years old. 50.2% of students 40 years old or older. A review of the literature on first-generation college students published by the Texas Guaranteed Student Loan Corporation (TGSLC) cites a 2001 study which reported that 31% of first-generation ...
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, card, and video games .
Student activities. Student activities (also known as campus activities) are student-focused extracurricular clubs and programs offered at a college or university. Student activities are generally designed to allow students to become more involved on campus. Often, such activities provide the students with opportunities to develop leadership ...