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  2. Koobits - Wikipedia

    en.wikipedia.org/wiki/Koobits

    In 2017, KooBits was the winner [2] of the Asia Pacific ICT Awards 2008 (eLearning) [3] and the Infocomm Singapore Awards 2008 (eLearning). [4] [5]KooBits received support from the Media Development Authority (MDA) [6] [7] in the development of Future Media [8] and was one of the companies selected to receive funding in Interactive Digital Media [9] projects.

  3. Digital literacy - Wikipedia

    en.wikipedia.org/wiki/Digital_literacy

    Digital literacy. A teacher and his students in a computer lab. Digital literacy is an individual's ability to find, evaluate, and communicate information using typing or digital media platforms. It is a combination of both technical and cognitive abilities in using information and communication technologies to create, evaluate, and share ...

  4. Digital media in education - Wikipedia

    en.wikipedia.org/wiki/Digital_Media_in_Education

    Digital Media in education is measured by a person's ability to access, analyze, evaluate, and produce media content and communication in a variety of forms. [1] These media may involve incorporating multiple digital softwares, devices, and platforms as a tool for learning. The use of digital media in education is growing rapidly in today's age ...

  5. Epic! - Wikipedia

    en.wikipedia.org/wiki/Epic!

    Epic! Epic! Epic! is an American kids subscription-based reading and learning platform. It offers access to books and videos for children ages 12 and under. [1] The service can be used on desktop and mobile devices. [2] Epic! was founded in 2013 by Suren Markosian and Kevin Donahue [3] and launched in 2014. [4]

  6. Robin Raskin - Wikipedia

    en.wikipedia.org/wiki/Robin_Raskin

    She frequently tested products, writing stories about raising kids in a digital world, including attempts to empower the younger generation with technology. [2] In 1986, Raskin began contributing to PC Magazine, then a bi-monthly magazine that had been recently purchased by Bill Ziff. Under the tutelage of Editor in Chief Bill Machrone, Raskin ...

  7. Data on athletes' mental health goes beyond physical health

    www.aol.com/data-athletes-mental-health-goes...

    Athletes, long celebrated for their physical abilities, are increasingly being recognized for their mental resilience. Excelling in sports requires focus, perseverance and adapting to challenges ...

  8. Digital citizen - Wikipedia

    en.wikipedia.org/wiki/Digital_citizen

    According to the definition provided by Karen Mossberger, one of the authors of Digital Citizenship: The Internet, Society, and Participation, [1] digital citizens are "those who use the internet regularly and effectively." In this sense, a digital citizen is a person using information technology (IT) in order to engage in society, politics ...

  9. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    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 ...

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