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  2. How college sports video games became the entry point to ...

    www.aol.com/news/college-sports-video-games...

    The games went away; EA Sports didn't want to risk further legal exposure. But after a 10-year hiatus, the college football version of the game has returned with great fanfare. EA Sports said more ...

  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. Amateurism in the NCAA - Wikipedia

    en.wikipedia.org/wiki/Amateurism_in_the_NCAA

    The definition of amateurism within the context of collegiate sports has evolved since it was first pronounced by the NCAA upon its inception in 1906. In its early stages, changes in the NCAA's core beliefs in what a student-athlete should be rewarded and allowed to accept financially for their athletic talents had its effects on the definition of amateurism.

  5. 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.

  6. How student-designed video games made me rethink how I ... - AOL

    www.aol.com/news/student-designed-video-games...

    '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 ...

  7. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Educational technology as technological tools and media, for instance massive online courses, that assist in the communication of knowledge, and its development and exchange. This is usually what people are referring to when they use the term "edtech". Educational technology for learning management systems (LMS), such as tools for student and ...

  8. Educational entertainment - Wikipedia

    en.wikipedia.org/wiki/Educational_entertainment

    All types of games, including board, card, quizzes, and video games, may be used in an educational environment. 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]

  9. Video game culture - Wikipedia

    en.wikipedia.org/wiki/Video_game_culture

    Development. v. t. e. Video game culture or gaming culture is a worldwide new media subculture formed by video game hobbyists. As video games have exponentially increased in sophistication, accessibility and popularity over time, they have had a significant influence on popular culture, particularly among adolescents and young adults.