When.com Web Search

Search results

  1. Results From The WOW.Com Content Network
  2. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    The new challenges, learning potential, and consistent struggles of these games also make video games motivating and entertaining for the user. Gee takes a personal approach to explaining how the immersive, interactive world of a video game engages the player in ways that formal education may fall short.

  3. Games and learning - Wikipedia

    en.wikipedia.org/wiki/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 thinking, social ...

  4. 250 Best Quotes About Kids for Universal Children's Day - AOL

    www.aol.com/250-best-quotes-kids-universal...

    100. “Children need the freedom and time to play. Play is not a luxury. Play is a necessity.” – Kay Redfield Jamison 101. “Children's games are hardly games.

  5. Power Play: How Video Games Can Save the World - Wikipedia

    en.wikipedia.org/wiki/Power_Play:_How_Video...

    Power Play's main focus is on the influence that video games can have on society. The book expands upon the future benefits and opportunities that it can provide, and attempts to redirect current stereotypes of gamers and video games to expose the positive aspects that they bring to its users.

  6. Study suggests video games can help mental health - AOL

    www.aol.com/news/2020-11-16-study-suggests-video...

    Time spent playing video games can be good for mental health, according to a new study by researchers at Oxford University. ... of time spent playing was a small but significant positive factor in ...

  7. Psychological effects of Internet use - Wikipedia

    en.wikipedia.org/wiki/Psychological_effects_of...

    Suicide is the third leading cause of death for youth between the ages of 10 and 24. Cyber bullying is rapidly increasing. Some writers have suggested monitoring and educating children from a young age about the risks associated with cyber bullying. [38] Children use, on average, 27 hours of internet a week and it is on the increase.

  8. Video game–related health problems - Wikipedia

    en.wikipedia.org/wiki/Video_game–related_health...

    Due to video games replacing physical activities, there appears to be a clear association between time spent playing video games and increased BMI in young children. [30] One such study produced data that indicated that boys who spend less than 1.5 hours on the television and playing video games, were 75.4% less likely to be overweight than ...

  9. 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).