

Results for "game"
5 Results
Learning Games
Students play board games that reinforce skills such as sight vocabulary, phonics, grammar rules, and basic math facts.
For example, Bingo can be used to review basic facts and concepts. Students who require more immediate feedback and recognition of their efforts might begin with a Bingo board that has only
three cells across and three cells down. The number of cells can be gradually increased to four across, four down, then five, and so forth.
By:
Jenniffer
Wednesday, Mar 5, 2025
YOUTH EMPOWERMENT
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Computer Games: Computer games increase opportunities for responding and active engagement and provide immediate feedback about accuracy. In addition, many students with ADHD find computer learning games highly reinforcing. Student-Created Reviews Students can create ways of reviewing previously taught content. For example, they may create questions and answers for a card game such as Go Fish or Concentration. Frequent Redirection: Learning partners can be assigned to help each other stay on task. Transition Buddies: Transition buddies are helpful for students with ADHD who have trouble refocusing their attention as they transition from one academic lesson to the next. Further, verbal or nonverbal teacher cues signaling upcoming transitions help prepare students for changes in activities or lesson. https://education.wm.edu/centers/ttac/documents/packets/adhd.pdf
By:
Edwin Castel
Thursday, Sep 5, 2024
HEALTH AND NUTRITION

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In-Game advertising is defined as the "inclusion of products or brands within a digital game." The game allows brands or products to place ads within their game, either in a subtle manner or in the form of an advertisement banner. There are many factors that exist in whether brands are successful in the advertising of their brand/product, these being: Type of game, technical platform, 3-D and 4-D technology, game genre, congruity of brand and game, prominence of advertising within the game. Individual factors consist of attitudes towards placement advertisements, game involvement, product involvement, flow, or entertainment.
By:
Edwin Castel
Thursday, May 13, 2021
EDUCATION

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https://www.prodigygame.com/main-en/blog/teaching-strategies
By:
Edwin Castel
Thursday, May 13, 2021
AGRI-FOOD SYSTEMS
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https://www.prodigygame.com/main-en/blog/teaching-strategies
By:
Lorell Sandi
Thursday, May 13, 2021
CULTURE AND SOCIETY
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