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A video game, [a] also known as a computer game or just a game, is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld ...
Electronic portfolio (PDF portfolio) An electronic portfolio (also known as a digital portfolio, online portfolio, e-portfolio, e-folio, or eFolio) [1] is a collection of electronic evidence assembled and managed by a user, usually but not only on the Web (online portfolio).
A classroom, schoolroom or lecture room is a learning space in which both children and adults learn. Classrooms are found in educational institutions of all kinds, ranging from preschools to universities, and may also be found in other places where education or training is provided, such as corporations and religious and humanitarian organizations.
Web conferencing is used as an umbrella term for various types of online conferencing and collaborative services including webinars (web seminars), webcasts, and web meetings. Sometimes it may be used also in the more narrow sense of the peer-level web meeting context, in an attempt to disambiguate it from the other types known as collaborative ...
The QR code system was invented in 1994, at the Denso Wave automotive products company, in Japan. [5] [6] [7] The initial alternating-square design presented by the team of researchers, headed by Masahiro Hara, was influenced by the black counters and the white counters played on a Go board; [8] the pattern of position detection was found and determined by applying the least-used ratio (1:1:3 ...
Educational psychology is the branch of psychology concerned with the scientific study of human learning.The study of learning processes, from both cognitive and behavioral perspectives, allows researchers to understand individual differences in intelligence, cognitive development, affect, motivation, self-regulation, and self-concept, as well as their role in learning.
Examples include film, newspapers, billboards, radio, television, a classroom, etc. Multimodality also makes use of the electronic medium by creating digital modes with the interlacing of image, writing, layout, speech, and video. Mediums have become modes of delivery that consider the current and future contexts.
Multimedia advancements have redefined what it means to teach literacy in the classroom. Today, students must be able to present and decode written and visual images, presenting educators with the task of teaching visual literacy in the classroom.