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Onomatopoeia: a word or a grouping of words that imitates the sound it is describing; Phonetic reversal; Rhyme: a repetition of identical or similar sounds in two or more different words Alliteration: matching consonants sounds at the beginning of words; Assonance: matching vowel sounds; Consonance: matching consonant sounds
These are educational video games intended for children between the ages of 3 and 17. While most of these games have an EC (Early Childhood) rating according to the ESRB, some of these games have a K-A/E (Everyone) rating.
This is a list of notable educational video games. There is some overlap between educational games and interactive CD-ROMs and other programs (based on player agency), and between educational games and related genres like simulations and interactive storybooks (based on how much gameplay is devoted to education). This list aims to list games ...
The battle of wits is on display with Games.com's Just Words. One of Games.com's most popular games, Just Words places you in a wordsmith battle royal against other online opponents or the ...
Also isometric graphics. Graphic rendering technique of three-dimensional objects set in a two-dimensional plane of movement. Often includes games where some objects are still rendered as sprites. 360 no-scope A 360 no-scope usually refers to a trick shot in a first or third-person shooter video game in which one player kills another with a sniper rifle by first spinning a full circle and then ...
Elmo, Bert and Ernie, Grover and Cookie Monster lead kids into a music activity center of eight games and activities. The game also includes newly recorded and mixed versions of Sesame Street's greatest hits including "Rubber Duckie", "C is for Cookie" and "Elmo's Song" among others.
No. 1 - JUST WORDS Just Words brings back the old "Scrabble" feel with a more modern flair. You can play by yourself, against the computer or an online opponent. Tile placement is just as ...
Educational software, as the name implies, are a subset of educational games which attempt to teach the user using the game as a vehicle. Most of these types of games target young user from the ages of about three years to mid-teens; past the mid-teens, subjects become so complex (e.g. Calculus) that teaching via a game may be impractical.