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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 ...
Medical statistics (also health statistics) deals with applications of statistics to medicine and the health sciences, including epidemiology, public health, forensic medicine, and clinical research. [1] Medical statistics has been a recognized branch of statistics in the United Kingdom for more than 40 years, but the term has not come into ...
Because of widespread use of statistical tools to achieve objectivity in diagnosis, treatment, and prognosis decisions, statistical medicine is emerging as a distinct medical specialty [9]. This is similar to laboratory medicine where clinical decisions regarding health and disease are taken with the help of laboratory results.
An instructional simulation, also called an educational simulation, is a simulation of some type of reality (system or environment) but which also includes instructional elements that help a learner explore, navigate or obtain more information about that system or environment that cannot generally be acquired from mere experimentation ...
A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).
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.
Statistics educators have cognitive and noncognitive goals for students. For example, former American Statistical Association (ASA) President Katherine Wallman defined statistical literacy as including the cognitive abilities of understanding and critically evaluating statistical results as well as appreciating the contributions statistical thinking can make.
In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.