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  2. 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 ...

  3. 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 ...

  4. Educational entertainment - Wikipedia

    en.wikipedia.org/wiki/Educational_entertainment

    Educational games are designed to teach people about certain subjects, expand concepts, reinforce development, understand an historical event or culture, or assist them in learning a skill as they play. [citation needed] According to Paraskeva (2010), at least 68% of American households play video games.

  5. Video game addiction - Wikipedia

    en.wikipedia.org/wiki/Video_game_addiction

    Video game addiction has been studied since the 1980s, and has seen a significant increase in the number of empirical studies since then. The press has reported concerns over online gaming since at least 1994, when Wired mentioned a college student who was playing a MUD game for 12 hours a day instead of attending class.

  6. 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.

  7. Educational software - Wikipedia

    en.wikipedia.org/wiki/Educational_software

    Educational software. Educational software is a term used for any computer software that is made for an educational purpose. It encompasses different ranges from language learning software to classroom management software to reference software. The purpose of all this software is to make some part of education more effective and efficient.

  8. 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 ...

  9. History of video games - Wikipedia

    en.wikipedia.org/wiki/History_of_video_games

    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.