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  2. Digital media in education - Wikipedia

    en.wikipedia.org/wiki/Digital_Media_in_Education

    Digital media in education refers to an individual's ability to access, analyze, evaluate, and create media content and communication in various forms. [1] This includes the use of multiple digital software applications, devices , and platforms as tools for learning.

  3. Science, technology, society and environment education

    en.wikipedia.org/wiki/Science,_technology...

    Pedretti, E. (1996) Learning about science, technology and society (STS) through an action research project: co-constructing an issues based model for STS education. School Science and Mathematics, 96 (8), pp. 432–440. Pedretti, E. (1997) Septic tank crisis: a case study of science, technology and society education in an elementary school.

  4. 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]

  5. Game studies - Wikipedia

    en.wikipedia.org/wiki/Game_studies

    One of the earliest social science theories (1971) about the role of video games in society involved violence in video games, later becoming known as the catharsis theory. The theory suggests that playing video games in which you perform violent acts might actually channel latent aggression, resulting in less aggression in the players real ...

  6. What Video Games Have to Teach Us About Learning and Literacy

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

    Active learning requires the learner to understand and use design grammars of the semiotic domain in which he/she is learning. Critical learning has occurred when the learner can engage with, reflect upon, critique, and change elements of the design. Design Principle: Learning about design principles and appreciating the design.

  7. E-learning (theory) - Wikipedia

    en.wikipedia.org/wiki/E-learning_(theory)

    Self-regulated learning refers to several concepts that play major roles in learning and which have significant relevance in e-learning. [14] explains that in order to develop self-regulation, learning courses should offer opportunities for students to practice strategies and skills by themselves. Self-regulation is also strongly related to a ...

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  9. Scientific literacy - Wikipedia

    en.wikipedia.org/wiki/Scientific_literacy

    They suggest that civic science literacy, digital media science literacy, and cognitive science literacy are all important components of education, if individuals are to be scientifically informed and engage in individual and collective decision-making in a democratic society. [19]