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  2. The Magic School Bus (video game series) - Wikipedia

    en.wikipedia.org/wiki/The_Magic_School_Bus...

    In the other games, there is a "missing collectible" minigame where the player has to find three or four missing collectibles. The video game series (both original titles and activity centers) are targeted for children ages 5–10. The games include activities to assist the player's learning. [16] System requirements vary among the games.

  3. 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. [23] 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]

  4. Smart toy - Wikipedia

    en.wikipedia.org/wiki/Smart_toy

    The smart toy industry grew out of several other product categories, which include children's software, electronic toys, and video games. A 2001 Forrester Research study projected that the smart toy segment would grow to more than $2 billion by the year 2003. Factors enhancing the growth of the smart toy segment include the greatly more ...

  5. How teachers are using Taylor Swift's music to make ... - AOL

    www.aol.com/entertainment/teachers-using-taylor...

    When that video raked up hundreds of thousands of views in a matter of days, it inspired him to reimagine other ways to teach math, including using the tune to Swift's "Anti-Hero" to help students ...

  6. Interactive Learning - Wikipedia

    en.wikipedia.org/wiki/Interactive_Learning

    Interactive learning is a pedagogical approach that incorporates social networking and urban computing into course design. In interactive learning, people collaborate to share information. In interactive learning, people collaborate to share information.

  7. Flipped classroom - Wikipedia

    en.wikipedia.org/wiki/Flipped_classroom

    The lecture class was then used to focus on application of the material learned in the videos through case studies and activities to give students a more interactive type of learning in the classroom. [39] To enforce the use of videos for pre-lecture, students were asked to take a quiz or complete a homework assignment and turn it in before ...