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The game concept used in Kahoot! started out as an idea of Professor Alf Inge Wang, [25] at the Department for Computer Science at the Norwegian University of Science and Technology in 2006. He developed multiple prototypes that were developed and tested in experiments conducted in collaboration with master students.
The use of collaborative game-based role-play for learning provides an opportunity for learners to apply acquired knowledge and to experiment and get feedback in the form of consequences or rewards, thus getting the experiences in the "safe virtual world". [17] The built-in learning process of games is what makes a game enjoyable.
For example, if the fertilizer was spread by a tractor but no tractor was used on the unfertilized treatment, then the effect of the tractor needs to be controlled. A scientific control is an experiment or observation designed to minimize the effects of variables other than the independent variable (i.e. confounding variables). [1]
An experiment usually tests a hypothesis, which is an expectation about how a particular process or phenomenon works. However, an experiment may also aim to answer a "what-if" question, without a specific expectation about what the experiment reveals, or to confirm prior results.
Experimental Design Diagram (EDD) is a diagram used in science to design an experiment.This diagram helps to identify the essential components of an experiment. It includes a title, the research hypothesis and null hypothesis, the independent variable, the levels of the independent variable, the number of trials, the dependent variable, the operational definition of the dependent variable and ...
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A massively multiplayer online role-playing game (MMORPG) is a video game that combines aspects of a role-playing video game and a massively multiplayer online game.. As in role-playing games (RPGs), the player assumes the role of a character (often in a fantasy world or science-fiction world) and takes control over many of that character's actions.
Then the answer is displayed too, for verification. The testing effect (also known as retrieval practice , active recall , practice testing , or test-enhanced learning ) [ 1 ] [ 2 ] [ 3 ] suggests long-term memory is increased when part of the learning period is devoted to retrieving information from memory . [ 4 ]