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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.
Doki Doki Literature Club! (sometimes shortened to DDLC) is a 2017 freeware visual novel developed by American independent game studio Team Salvato for Linux, macOS, and Windows. The story follows a student who reluctantly joins his high school's literature club at the insistence of his friend Sayori, and is given the option to romantically ...
Games based on works of literature, previously published, and characters from those works. This can include novels and short stories, published in books, magazines, in e-books or even online as text. Limitations:
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).
S. Soldier of Fortune (video game) Soldier of Fortune II: Double Helix. Soldier of Fortune: Payback.
Games and learning. Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating ...
In video games, narrative has been of varying significance and importance since the beginning of the medium. Though early games did not feature stories as a focus, technological advances have afforded developers the freedom to make narrative a major element. Adding story was not typically feasible in the earliest video games due to ...
Interactive children's book. Interactive children's books are a subset of children's books that require participation and interaction by the reader. Participation can range from books with texture to those with special devices used to help teach children certain tools. Interactive children's books may also incorporate modern technology or be ...