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  2. Academic Games - Wikipedia

    en.wikipedia.org/wiki/Academic_Games

    Academic Games Leagues of America was founded in 1991 to encourage the use of Academic Games as an educational tool and as a scholar competition. Many of the games used in tournaments, however, were created as early as in the 1960s and 1970s. Most of the games played at tournaments are available from Wff 'N Proof Learning Games.

  3. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The dynamic combination of intrinsic and extrinsic motivators is a powerful force [22] which, if educational contexts can adapt from video games, may increase student motivation, and student learning. Some of the potential benefits of successful gamification initiatives in the classroom include: giving students ownership of their learning [28]

  4. Flipped classroom - Wikipedia

    en.wikipedia.org/wiki/Flipped_classroom

    Flipped classroom teaching at Clintondale High School in Michigan, United States. A flipped classroom is an instructional strategy and a type of blended learning.It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. [1]

  5. Educational video game - Wikipedia

    en.wikipedia.org/wiki/Educational_video_game

    A VTech educational video game. 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).

  6. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Games alone will not make schools more efficient, cannot replace teachers or serve as an educational resource that can reach an infinite number of students. The extent of the roles games will play in learning remains to be seen. More research in this area is needed to determine impact of games and learning.

  7. Online school - Wikipedia

    en.wikipedia.org/wiki/Online_school

    An online school (virtual school, e-school, or cyber-school) teaches students entirely or primarily online or through the Internet. Online education exists all around the world and is used for all levels of education (K-12 High school/secondary school, college, or graduate school). Virtual education is becoming increasingly used worldwide.

  8. Rotation model of learning - Wikipedia

    en.wikipedia.org/wiki/Rotation_Model_of_Learning

    Students rotate across online learning, small group instruction and pencil-pen assignments. [1] This model includes four sub-models: Station rotation: a rotation model in which for a given course or the subject, the student rotates on a fixed schedule or at teacher's discretion one online learning station to another which might be activities ...

  9. 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 ...