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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. 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]

  5. 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 ...

  6. 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 ...

  7. 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 ...

  8. Here are the top zip codes for home sales, according to ...

    www.aol.com/news/top-zip-codes-home-sales...

    Zips that made top 10. For the second year in a row, ZIP 43230, Gahanna, Ohio, came in at No. 1. Home to Ohio State University and a vibrant food and art scene, Gahanna offers all of the ...

  9. 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 ...

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