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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). This list aims to list games ...
NCAA Basketball (video game) NCAA Basketball 09. NCAA Basketball 10. NCAA Basketball: Road to the Final Four. NCAA College Basketball 2K3. NCAA College Football 2K2: Road to the Rose Bowl. NCAA College Football 2K3. NCAA Final Four 99. NCAA Final Four 2000.
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).
College athletics in the United States. College athletics in the United States or college sports in the United States refers primarily to sports and athletic training and competition organized and funded by institutions of tertiary education (universities and colleges) in a two-tiered system. [1] The first tier includes the sports that are ...
Playing video games on an infrequent and spontaneous basis without a long-term commitment. Casual video games are distinguished by a low learning curve and ease of access, often web-based for mobile phones or personal computers. Most casual games have simplified controls, with one or two buttons dominating play.
NCAA Division I ( D-I) is the highest level of intercollegiate athletics sanctioned by the National Collegiate Athletic Association (NCAA) in the United States, which accepts players globally. D-I schools include the major collegiate athletic powers, with large budgets, more elaborate and nicer facilities and a few more athletic scholarships ...
Educational software, as the name implies,are a subset of Educational games which attempt to teach the user using the game as a vehicle. Most of these types of games target young user from the ages of about three years to mid-teens; past the mid-teens, subjects become so complex (e.g. Calculus) that teaching via a game may be impractical.
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.