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Sociological images was founded in 2007 by sociology professor Lisa Wade (Occidental College) and hosted at Blogspot to share ideas and teaching resources with other faculty teaching about sociology. Six professors were invited to serve as the foundational bloggers.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
Quiz bowl (quizbowl, [1] scholars' bowl, scholastic bowl, academic bowl, academic team, academic challenge, etc.) is a family of quiz-based competitions that test players on a wide variety of academic subjects.
Another important area of research is the group allocation method or make up of the group, and the possible benefits of multicultural, different skills, or educational attainment. [ 8 ] Group size can also effect the way small group share and learning together, for instance a size of group over 7 tends to split into smaller groups, and may need ...
Man, Play and Games (ISBN 0029052009) is the influential 1961 book by the French sociologist Roger Caillois (French: Les jeux et les hommes, 1958) on the sociology of play and games or, in Caillois' terms, sociology derived from play. Caillois interprets many social structures as elaborate forms of games and much behaviour as a form of play.
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.
Students in jigsaw classrooms ("jigsaws") showed a decrease in prejudice and stereotyping, liked in-group and out-group members more, showed higher levels of self-esteem, performed better on standardized exams, liked school more, reduced absenteeism, and mixed with students of other races in areas other than the classroom compared to students in traditional classrooms ("trads").
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.