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Interactive cinema tries to give an audience an active role in the showing of movies . Another newer [when?] definition of interactive cinema is a video game which is a hybrid between participation and viewing, giving the player – or viewer, as it were – a strong amount of control in the characters' decisions. [citation needed]
Interactive multimedia educational game. Traditionally, technology used in school operates usually to solve problems in a fun way, particularly in mathematics. They usually make up case studies designed to introduce students to certain technologies in an effort to prepare them for a future major assignment that requires the aforementioned ...
Open educational practices (OEP) are part of the broader open education landscape, [1] including the openness movement in general. It is a term with multiple layers and dimensions and is often used interchangeably with open pedagogy or open practices. [2] OEP represent teaching and learning techniques that draw upon open and participatory ...
Television ( TV) is a telecommunication medium for transmitting moving images and sound. Additionally, the term can refer to a physical television set, rather than the medium of transmission. Television is a mass medium for advertising, entertainment, news, and sports.
This would give library users access to cutting-edge technology and unique educational experiences. This could include giving users access to virtual, interactive copies of rare texts and artifacts and to tours of famous landmarks and archeological digs (as in the case with the Virtual Ganjali Khan Project).
Multimedia journalism is the practice of contemporary journalism that distributes news content either using two or more media formats via the Internet, or disseminating news report via multiple media platforms. First time published as a combination of the mediums by Canadian media mogul, journalist and artist, Good Fridae Mattas in 2003.
Educational entertainment. Educational entertainment, also referred to by the portmanteau edutainment, [1] is media designed to educate through entertainment. The term was used as early as 1954 by Walt Disney. Most often it includes content intended to teach but has incidental entertainment value.
Computers in the classroom include any digital technology used to enhance, supplement, or replace a traditional educational curriculum with computer science education. As computers have become more accessible, inexpensive, and powerful, the demand for this technology has increased, leading to more frequent use of computer resources within ...