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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 ...
PowerPoint karaoke. PowerPoint karaoke, also known as battledecks or battle decks, is an improvisational activity in which a participant must deliver a presentation based on a set of slides that they have never seen before. [1] Its name is derived from Microsoft PowerPoint, a popular presentation software, and karaoke, an activity in which a ...
Multimedia. Multimedia is a form of communication that uses a combination of different content forms, such as writing, audio, images, animations, or video, into a single interactive presentation, in contrast to traditional mass media, such as printed material or audio recordings, which feature little to no interaction between users.
'Ako: A Tale of Loyalty' takes players inside a young samurai's world in 18th-century Japan. Epoch: History Games Initiative/University of Texas at Austin, CC BY-NC-NDImagine you’re a young ...
As a result, many of the mainframe games created by college students in the 1970s influenced subsequent developments in the video game industry in ways that, Spacewar! aside, the games of the 1960s did not. In the arcade and on home consoles, fast-paced action and real-time gameplay were the norm in genres like racing and target shooting.
In contemporary operation, PowerPoint is used to create a file (called a "presentation" or "deck") containing a sequence of pages (called "slides" in the app) which usually have a consistent style (from template masters), and which may contain information imported from other apps or created in PowerPoint, including text, bullet lists, tables ...
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).
A study from Stanford University's Learning Analytics group identified four types of students: auditors, who watched video throughout the course, but took few quizzes or exams; completers, who viewed most lectures and took part in most assessments; disengaged learners, who quickly dropped the course; and sampling learners, who might only ...