Search results
Results From The WOW.Com Content Network
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).
StoryBots. StoryBots is an American children's media franchise that produces educational TV series, books, videos, music, video games, and classroom activities. [1] Its productions include Netflix series, Ask the StoryBots, StoryBots: Answer Time, StoryBots: Super Silly Stories with Bo, and StoryBots Super Songs.
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1][2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3] Gamification, broadly defined, is the process of ...
Network. Netflix. Release. August 19, 2020. (2020-08-19) High Score[a] is a Netflix docuseries created by France Costrel. It features stories and interviews with the developers and creators of early video games. The series first premiered on August 19, 2020.
At its core, the strategy involves expanding the Netflix universe beyond its current catalog of streaming content by offering live experiences, products, and games, as well as developing new forms ...
In the classroom, social media offers a way to systematically distribute and gather information from students. Teachers can supply documents, and audio/video media to students for immediate or later use. One study on higher education reported that devices and social media: [13] created opportunities for interaction.
Netflix announced Wednesday it plans to offer the "Grand Theft Auto" trilogy — one of Take-Two Interactive's most popular video games — as it looks to boost its video game ambitions.
256. ISBN. 978-1403984531. What Video Games Have to Teach Us About Learning and Literacy is a book by James Paul Gee that focuses on the learning principles in video games and how these principles can be applied to the K-12 classroom. Video games can be used as tools to challenge players, when they are successful.