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  2. Disney's Activity Center - Wikipedia

    en.wikipedia.org/wiki/Disney's_Activity_Center

    Disney's Aladdin Activity Center. 1994. Latest release. Disney-Pixar's Monsters, Inc. Activity Center. 2002. Disney's Activity Center is a series of PC and PlayStation games released by Disney Interactive with each title consisting of various activities and minigames to be completed, using aspects of their licensed property.

  3. Internet safety - Wikipedia

    en.wikipedia.org/wiki/Internet_safety

    Internet safety, also known as online safety, cyber safety and electronic safety (e-safety), refers to the policies, practices and processes that reduce the harms to people that are enabled by the (mis)use of information technology. As the number of internet users continues to grow worldwide, [1] internets, governments, and organizations have ...

  4. Cyberbullying - Wikipedia

    en.wikipedia.org/wiki/Cyberbullying

    Cyberbullying (cyberharassment or online bullying) is a form of bullying or harassment using electronic means. It has become increasingly common, especially among teenagers and adolescents, due to young people's increased use of social media. [1] Related issues include online harassment and trolling.

  5. What to know about the Kids Online Safety Act and its ... - AOL

    www.aol.com/news/know-kids-online-safety-act...

    The last time Congress passed a law to protect children on the internet was in 1998 — before Facebook, before the iPhone and long before today's oldest teenagers were born. Now, a bill aiming to ...

  6. Social media platforms engaged in 'vast surveillance' and ...

    www.aol.com/news/social-media-platforms-engaged...

    Social media apps and video streaming services are still facing scrutiny from U.S. regulators over youth safety and privacy concerns. (Photo illustration by Jonathan Raa/NurPhoto via Getty Images)

  7. 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] Gamification, broadly defined, is the process of ...