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Designasaurus is an educational game created by Ezra Sidran and published by Britannica Software. It was released for Amiga, Apple II, Apple IIGS, Commodore 64, and MS-DOS. [2] [3] [4] The game is about creating a custom dinosaur and helping it survive. It is divided into three activities: "Walk-a-Dinosaur", "Build-a-Dinosaur" and "Print-a ...
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 ...
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 ...
Revolution '76 is a 1989 simulation/strategy game by Britannica Software designed for Apple IIGS and IBM PC. [1] The game was written by former Sid Meier colleague, Ed Bever. [ 2 ] The title is a simulation of the economic, social and political conditions at the commencement of the American Revolutionary War .
Cartopedia: The Ultimate World Reference Atlas; Celestia; Google Earth - (proprietary license); Gravit - a free (GPL) Newtonian gravity simulator; KGeography; KStars; NASA World Wind - free software (NASA open source)
Because it was an educational computer system, most of the user community were keenly interested in games. In much the same way that the PLATO hardware and development platform inspired advances elsewhere (such as at Xerox PARC and MIT), many popular commercial and Internet games ultimately derived their inspiration from PLATO's early games.
Quest Atlantis combined strategies used in the commercial gaming environment with lessons from educational research on learning and motivation. The project was unique in its goals, which were to combine the best aspects of learning, playing, and helping to motivate and engage students.
About Britannica Education Throughout our more than 250-year history, Britannica Education, a part of the Britannica Group, has become a global leader in digital educational technology and content. We partner with educators, school districts, libraries, ministries, and media companies worldwide to inspire student curiosity and provide trusted ...