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  2. 21st century skills - Wikipedia

    en.wikipedia.org/wiki/21st_century_skills

    21st century skills. 21st century skills comprise skills, abilities, and learning dispositions identified as requirements for success in 21st century society and workplaces by educators, business leaders, academics, and governmental agencies. This is part of an international movement focusing on the skills required for students to prepare for ...

  3. Roblox - Wikipedia

    en.wikipedia.org/wiki/Roblox

    Type. Game creation system, massively multiplayer online game. Roblox (/ ˈroʊblɒks / ROH-bloks) is an online game platform and game creation system developed by Roblox Corporation that allows users to program and play games created by themselves or other users. Created by David Baszucki and Erik Cassel in 2004 and released in 2006, the ...

  4. Learning - Wikipedia

    en.wikipedia.org/wiki/Learning

    e. Learning is the process of acquiring new understanding, knowledge, behaviors, skills, values, attitudes, and preferences. [1] The ability to learn is possessed by humans, non-human animals, and some machines; there is also evidence for some kind of learning in certain plants. [2] Some learning is immediate, induced by a single event (e.g ...

  5. Video game - Wikipedia

    en.wikipedia.org/wiki/Video_game

    A video game, [a] also known as a computer game or just a game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld ...

  6. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Not to be confused with Distance education, Online machine learning, or Tech ed. Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. [ 1 ][ 2 ] When referred to with its abbreviation, "EdTech", it often refers to the ...

  7. Computational thinking - Wikipedia

    en.wikipedia.org/wiki/Computational_thinking

    The four Cs of 21st-century learning are communication, critical thinking, collaboration, and creativity [citation needed]. The fifth C could be computational thinking which entails the capability to resolve problems algorithmically and logically. It includes tools that produce models and visualize data. [18]

  8. Sandbox game - Wikipedia

    en.wikipedia.org/wiki/Sandbox_game

    Video games. A sandbox game is a video game with a gameplay element that provides players a great degree of creativity to interact with, usually without any predetermined goal, or alternatively with a goal that the players set for themselves. Such games may lack any objective, and are sometimes referred to as non-games or software toys.

  9. Information and media literacy - Wikipedia

    en.wikipedia.org/wiki/Information_and_media_literacy

    [18] [16] [12] "21st century skills" frameworks link new literacies to wider life skills such as creativity, critical thinking, accountability. [ 19 ] [ 16 ] What these approaches have in common is a focus on the multiple skills needed by individuals to navigate changing personal, professional and public "information landscapes".