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  2. Articulate! - Wikipedia

    en.wikipedia.org/wiki/Articulate!

    Articulate! is a board game from Drumond Park, for 4 to 20+ players aged 12 and up with original concept by Andrew Bryceson. [1] The teams move round the board based on the number of words correctly guessed and occasional spinner bonuses.

  3. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    These examples involve the use of game elements such as points, badges and leaderboards to motivate behavioural changes and track those changes in online platforms. The gamification of learning is related to these popular initiatives, but specifically focuses on the use of game elements to facilitate student engagement and motivation to learn.

  4. PowerPoint karaoke - Wikipedia

    en.wikipedia.org/wiki/PowerPoint_karaoke

    The video game Talking Points in The Jackbox Party Pack 7 is based on PowerPoint karaoke. One player presents a slideshow presentation created in real time by a second "assistant" player, using a user-generated title and provided transition phrases and pictures. A form of PowerPoint karaoke is frequently played in teams of two on Impractical ...

  5. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user ...

  6. Educational video game - Wikipedia

    en.wikipedia.org/wiki/Educational_video_game

    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).

  7. Game studies - Wikipedia

    en.wikipedia.org/wiki/Game_studies

    [10] [11] Known as the gamification of learning, using game elements in non-game contexts extracts the properties of games from within the game context, and applies them to a learning context such as the classroom. Another positive aspect of video games is its conducive character towards the involvement of a person in other cultural activities.

  8. Double articulation - Wikipedia

    en.wikipedia.org/wiki/Double_articulation

    For example, the cenemes of spoken language are phonemes, while the pleremes are morphemes or words; the cenemes of alphabetic writing are the letters and the pleremes are the words. [6] Sign languages may have less double articulation because more gestures are possible than sound and able to convey more meaning without double articulation. [7]

  9. Anki (software) - Wikipedia

    en.wikipedia.org/wiki/Anki_(software)

    This example illustrates what some programs call a three-sided flashcard, but Anki's model is more general and allows any number of fields to be combined in various cards. The user can design cards that test the information contained in each note. One card may have a question (expression) and an answer (pronunciation, meaning).