Educational Toys - Learning Games
We can
gameify almost everything that we do in our lives.
Making a game of things can make
life and learning a little more interesting, and also
improve memory. Life is kind of
like a video game, if you understand
the
rules, and if you
practice and become skilled in navigating these
rules, then you can succeed and progress to higher
levels.
"
What time is it…GAME TIME, WOO”.
Reward Based Learning -
Education Reform -
Winning and Losing -
Technology Addiction
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Educational Game Resources -
Brain Teasers -
Puzzles
-
Building Blocks -
Playing -
Sports -
Chess

Game is a
contest with
rules to determine a
winner. An
amusement or
pastime. The game
equipment needed in order to
play a particular game.
Game
is a
structured form of
play, usually undertaken for
enjoyment and
sometimes used as an educational
tool.
Educational Game are games explicitly designed with
educational
purposes, which have educational value. Games are interactive play that
teach us
goals,
rules,
adaptation,
problem solving, interaction, all
represented as a story. They satisfy our fundamental need to learn by
providing enjoyment,
passionate involvement, structure,
motivation, ego
gratification, adrenaline,
creativity, social
interaction and emotion in
the game itself while the
learning takes place.
Gamification is the use of game thinking and game mechanics in
non-game contexts to
engage users in
solving problems.
Gamification is
the application of
game-design elements and
game principles in non-game
contexts. Gamification commonly employs game design elements which are
used in non-game contexts to improve user engagement, organizational
productivity,
flow, learning,
physical exercise and more. A collection of
research on gamification shows that a majority of studies on gamification
find it has positive effects on individuals. However, individual and
contextual differences exist. Gamification can also improve an
individual's ability to comprehend digital content and understand a
certain area of study such as
music.
Toy is
an object or an artifact that is designed for a child to be played with,
typically a
model or
miniature replica of something. A
nonfunctional replica
of something else. A device regarded as providing amusement. A copy that
reproduces a person
or thing in greatly reduced size. To engage in an activity as if it were a
game. To behave carelessly or indifferently rather than take it something
seriously. To manipulate an idea manually or in one's mind or
imagination.
Sometimes playing with toys can be an enjoyable means of training young
children for life experiences, but not always. Different materials like
wood, clay, paper, and plastic are used to make toys.
Smart Toy is an
interactive toy
which effectively has its own intelligence by virtue of on-board
electronics. These enable it to learn, behave according to preset
patterns, and alter its actions depending upon environmental stimuli and
user input. Typically, it can adjust to the abilities of the player. A
modern smart toy has electronics consisting of one or more microprocessors
or microcontrollers, volatile and/or non-volatile memory, storage devices,
and various forms of input–output devices. It may be networked together
with other smart toys or a personal computer in order to enhance its play
value or educational features. Generally, the smart toy may be controlled
by software which is embedded in firmware or else loaded from an input
device such as a USB flash drive, Memory Stick or CD-ROM. Smart toys
frequently have extensive multimedia capabilities, and these can be
utilized to produce a realistic, animated, simulated personality for the
toy. Some commercial examples of smart toys are Amazing Amanda, Furby and
iDog. The first smart-toy was the Mego Corporation's 2-XL robot (2XL),
invented in the 1970s.
Educational Toy
are objects of
play,
generally designed for children, which are
expected to stimulate learning. They are often intended to meet an
educational purpose such as
helping a child
develop a particular skill or teaching a child about a particular
subject. They often simplify, miniaturize, or model activities and objects
used by adults. Although children are constantly
interacting
with and learning about the world, many of the objects they interact with
and learn from are not toys. Toys are generally considered to be
specifically built for children's use. A child might play with and learn
from a rock or a stick, but it would not be considered an educational toy
because 1) it is a natural object, not a designed one, and 2) it has no
expected educational purpose. The difference lies in perception or reality
of the toy's intention and value. An educational toy is expected to
educate. It is expected to instruct, promote intellectuality, emotional or
physical development. An educational toy should teach a child about a
particular subject or help a child develop a particular skill. More toys
are designed with the child's education and development in mind today than
ever before.
Toy
Association is the industry’s voice on the developmental benefits of
play, promoting play’s positive impact on childhood development to
consumers and media through our Genius of Play initiative.
Dangerous Tech Toys 2023 (pdf).
The Genius of Play mission is
to provide families with the information and inspiration they need to make
play an important part of their child’s day. Through our website and
social media channels, parents can find facts, useful tips and expert
advice on how toys and play can help kids build confidence, creativity,
critical thinking and other skills that will serve them throughout their
lives.
Edutainment or Educational Entertainment is media designed to educate
through entertainment. includes content intended to teach but has
incidental entertainment value. to make learning more enjoyable. With
dramatic action it exposes the basic ideas that will rid the mind of
confusion and clarify the war thinking of the public. Games may be
explicitly designed with education in mind, while others may have
incidental or secondary educational value. All types of games, including
board, card, quizzes, and video games, may be used in an educational
environment. Educational games are designed to teach people about certain
subjects, expand concepts, reinforce development, understand an historical
event or culture, or assist them in learning a skill as they play.
Games and Learning is a field of education research that studies what
is learned by playing video games, and how the design principles, data and
communities of video game play can be used to develop new learning
environments. Video games create new social and cultural worlds – worlds
that help people learn by integrating thinking, social interaction, and
technology, all in service of doing things they care about. Computers and
other technologies have already changed the way students learn.
Integrating games into education has the potential to create new and more
powerful ways to learn in schools, communities and workplaces. Games and
learning researchers study how the social and collaborative aspects of
video game play can create new kinds of learning communities. Researchers
also study how the data generated by game play can be used to design the
next generation of learning assessments.
Machine Learning.
Brain Training
is a program of regular activities purported to maintain or improve one's
cognitive abilities.
Cognitive training includes interventions targeted at improving
cognitive abilities
such as problem-solving, reasoning, attention, executive functions, and
working memory. Cognitive training
is grounded in the idea that the brain is plastic.
Brain plasticity refers to
the ability for the brain to change and develop based on
life experiences.
Games, puzzles and reading can slow cognitive decline in the elderly
-- even in those with mild cognitive impairment. Findings from a new study
suggest that older people with mild cognitive impairment who engage in
high levels of activities such as word games and hobbies have better
memory, working memory, attention and processing speed than those who do
not. Today, nearly six million people in the United States have dementia,
and this number is projected to grow to about 14 million by 2060.
Reacting Games rely almost entirely on reading, writing, and speaking.
This quality of the games has made them effective for developing academic
literacy. Reacting games have the following attributes: Real historical
setting, Rich texts, Multiple class meetings, Roles with well-developed
characters, Victory objectives, Indeterminacy, Reading, writing, and
speaking, Narrative structure with drama, Possibility of alternate
historical outcomes, Accessibility to non-specialists, Reacting games
might also include the following common elements: Factions, Elements of
secrecy, Opening vignettes, Central texts. A growing number of reacting
games also make use of in-game currency or
Personal Interest Points.
Role Playing Game is a game in which players
assume the
roles of characters in a fictional setting. Players take
responsibility for
acting out these roles within a narrative, either
through literal acting or through a process of structured decision-making
or character development. Actions taken within many games succeed or fail
according to a formal system of rules and guidelines.
Live Action Role-Playing Game is a form of
role-playing game where the participants
physically act out their
characters' actions and the participants assume roles and play them
out in costume. The players pursue goals within a fictional setting
represented by the real world while interacting with each other in
character. The outcome of player actions may be mediated by game rules or
determined by consensus among players. Event arrangers called gamemasters
decide the setting and rules to be used and facilitate play.
Storytelling Game is a game where multiple players
collaborate on
telling a spontaneous story. Usually, each player takes care of one or
more characters in the developing story. Some games in the tradition of
role-playing games require one participant to take the roles of the
various supporting characters, as well as introducing non-character forces
(for example, a flood), but other systems dispense with this figure and
distribute this function among all players.
Social Impact Entertainment is all storytelling that is self-aware of
its potential impact on its audiences and incorporates that knowledge to
effect positive change at the individual, local, or global scale on one or
more social issues, as defined by the SIE Society.
Serious Game is a
game designed for a primary
purpose
other than pure entertainment. The "serious" adjective is generally
prepended to refer to video games used by industries like defense,
education, scientific exploration, health care, emergency management, city
planning, engineering, politics and art. Serious games are a subgenre of
serious storytelling, where storytelling is applied "outside the context
of entertainment, where the narration progresses as a sequence of patterns
impressive in quality ... and is part of a thoughtful progress". The idea
shares aspects with simulation generally, including flight simulation and
medical simulation, but explicitly emphasizes the added pedagogical value
of fun and competition.
Global Warming
Game is a type of serious game that attempts to simulate and explore
real life issues to educate players through an interactive experience. To
develop the player's familiarity and knowledge of the issue of global
warming and related issues. To make the player aware of the challenges and
obstacles that are faced when addressing global warming. Occasionally, the
games encourage players to develop ideas and solutions to global warming.
Human-Based Computation Game is a human-based computation technique of
outsourcing steps within a computational process to humans in an
entertaining way or gamification. Game with a purpose.
Simulation Game is a game that contains a mixture of skill, chance,
and strategy to
simulate
an aspect of
reality.
Simulation
Video Game is designed to closely
simulate real world
activities. A simulation game attempts to copy various activities from
real life in the form of a game for various purposes such as training,
analysis, prediction, or entertainment.
International Simulation and Gaming Association is an international
organization for scientists and practitioners who develop and use
simulation,
gaming or learning games and related methodologies such as role-play,
structured experiences, policy exercises, computer simulation, play,
virtual reality, game theory, debriefing,
experiential learning,
and
active learning.
Gambling is expressly excluded from the interests of the organization.
Learning through ‘guided’ play can be as effective as adult-led
instruction up to at least age eight. Play-based learning may also
have a more positive effect on younger children’s acquisition of important
early math skills compared with traditional, direct instruction.
Learn computer programming by playing. The search for innovations in
education will allow current and future employees to acquire knowledge in
a contemporary and accessible way by gamifying the process.
Gamification is a learning method in which
traditional game elements and principles such as levels, points or leader
boards are used. Gamified classroom experience is an especially important
tool to improve the students'
motivation. The main goal of this approach is to make learning as
enjoyable and challenging as a game. This dynamic method should encourage
learners to become more involved in learning activities and help them
retain information more easily. To personally adapt the learning process
based on each learner's specific needs, abilities, and level of progress
is one of the main advantages of gamification. Personal adaptation is a
complex process, which starts with the identification of the student's
initial knowledge, abilities, strengths, and weaknesses. Then, with the
help of the
AI or tutor, goals are selected
and an individual learning plan is generated. The AI or teacher
continuously monitors the learner's progress
-- if the students are learning quickly, they can move on but if they are
struggling, it is possible to stay at the same level or task as long as
needed. It is clear that the
personalization
helps to maximize learning efficiency and allows the learner to improve to
the best of his or her ability. Although new, the gamification solution
created by KTU and partners is already used in Lithuania.
Virtual reality games can be used as a tool in personnel assessment.
Intelligence can be predicted through
virtual reality games.
Researchers' analyses showed that participants who finished the game
faster than others also had higher levels of
general intelligence
and processing capacity.
Introducing Play to Higher Education reduces stress and forms deeper
connection material. Students fostered a more meaningful relationship
with instructors when play was introduced. A new study found higher
education students are more engaged and motivated when they are taught
using playful pedagogy rather than the traditional lecture-based method.
The study was conducted by University of Colorado Denver counseling
researcher Lisa Forbes and was published in the Journal of Teaching and
Learning.
Playing against robots makes our brains work harder. Brain scans taken
during table tennis reveal differences in how we respond to human versus
machine opponents.
Video gaming may be associated with better cognitive performance in
children, study suggests. A study of nearly 2,000 children found that
those who reported playing video games for three hours per day or more
performed better on cognitive skills tests involving impulse control and
working memory compared to children who had never played video games.
A brain game may predict your risk of infection. When a person's
cognitive function is highly variable, they're likely to be more
infectious and have more symptoms after exposure to a respiratory virus.
If your alertness and reaction time is see-sawing more than usual, you may
be more at risk of a viral illness. That's the key finding of a recent
experiment.
Sport is an active
diversion requiring physical exertion and competition.
Sport
includes all forms of competitive physical activity or games which,
through casual or organized participation, aim to use, maintain or improve
physical ability and skills while providing enjoyment to participants, and
in some cases, entertainment for spectators.
Sports.
Fitness Game is a video game that is also a
form of exercise. Fitness games
rely on technology that
tracks
body movement or reaction. The genre has been used to challenge the
stereotype of gaming as a sedentary activity, and promoting an active
lifestyle. Fitness games are seen as evolving from technology aimed at
making exercise more fun.
Video
Game or computer 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. This
feedback is shown on a video display device, such as a TV set, monitor,
touchscreen, or virtual reality headset. Video games are often augmented
with audio feedback delivered through speakers or headphones, and
sometimes with other types of feedback, including haptic technology.
Computer games are not all video games—for example text adventure games,
chess, and so on do not depend upon a graphics display.
Educational Video Game is a video game that provides learning or
training value to the player.
Video
Games in Education have been found to increase student engagement, but
the
games design and content needs to improve.
Brain Washers.
Spatial Skills Higher among those who played with Construction-Based Toys
and video games in childhood.
Gamification of Learning is an educational approach to
Motivate
students to learn by using video game design and game elements in
learning environments.
-
Incentivize.
Making Multi-Player Gaming a Fun Educational Experience. A new video
game framework brings together two well-studied approaches to educational
software in order to keep multiple players engrossed in the learning
experience while fostering collaboration and problem solving. The
framework is one of the first to integrate narrative-centered learning and
collaborative learning techniques, laying the groundwork for future
efforts in the field. In proof-of-concept testing, a team of researchers
from North Carolina State University and Indiana University found a game
made using the framework fostered both learning and effective
collaboration in sixth graders.
Massive Open Online Course.
Educational Technology is the study and ethical practice of
facilitating learning and improving performance by creating, using, and
managing appropriate technological processes and resources.
Virtual Reality.
Computerized brain training can result in
improved
cognitive
skills,
memory,
executive
function,
focus and
processing speed.
Repeated Game is when a player will have to take into account the
impact
of his current action on the future actions of other players; this is
sometimes called his reputation.
Extensive-Form Game the sequencing of players' possible moves, their
choices at every decision point, the (possibly imperfect) information each
player has about the other player's moves when he makes a decision, and
his payoffs for all possible game outcomes. Extensive-form games also
allow representation of incomplete information in the form of chance
events encoded as "moves by nature".
Multimedia is content that uses a combination of different
content forms such as text,
audio, images, animation,
video and
interactive content. Multimedia contrasts with media that use only
rudimentary computer displays such as text-only or traditional forms of
printed or hand-produced material.
Multitasking.
Interactivity accepts and responds to
input.
Video Games can have Lasting impact on Learning. A computer-based
brain training program developed at Yale University helps improve student
performance in reading and math — in some cases even more than
individualized tutoring.
You can
Gameify almost everything that we do in life. Life is
kind a like a game in a sense already. We compete in all kinds of ways. But
sadly,
there are no guarantees in life. Just when you think that
you're winning, life slaps you in the face. So play the game,
enjoy the f*ck out it, it's the only game in town. But honestly,
I do not want not to make light of your abilities and the
realities of life, but making a game of things at times does
make life a little more interesting, just as long as you don't
get caught up in the game itself. So WTF does that mean? It
means that the game is on NN...Play on...
When we
make learning fun, we can
incentivize learning and
then empower ourselves with knowledge,
while at the same time, enjoy ourselves on this incredible journey that we
call life. No one says that
life can't be fun. As long as you're safe and
prepared for the challenges and
risks, you should be able to enjoy many
hours of fun through your entire lifetime. And if the game you're playing gives you useful knowledge,
then you're
playing the perfect game.
Make a Game of it.
Get Paid to Learn.
You can measure your
abilities in
many ways with games, like knowing how much time it took, how fast you
were, and how successful you were. Healthy Competition against yourself, a
machine, a clock, or just your friends, can be very
rewarding. Just as
long as you don't get caught up in the game itself, or
forget that you are
playing a game. There are always some risks in
Reality, and there will
always be risks when playing games. Play responsible, play nice, and play
with purpose.
Making learning fun and
Interactive is a great way to
inspire more people to learn. The
Gamification of knowledge is also a great
Learning Method. And when we use
Virtual Reality Technology,
we can even speed up learning and make it more effective.
Game Design Tool Kit
-
Virtual Reality Game Design
Game Design Handbook (PDF) -
Game Design
(PDF)
Kahoot is a
game-based learning platform that brings engagement and fun. Create your
own
kahoot
in minutes or choose from 40+ million ready-to-play games. Used as
educational technology in schools and other educational institutions. Its
learning games, "kahoots", are user-generated multiple-choice quizzes that
can be accessed via a web browser or the Kahoot app.
Game
Studies is the study of games, the act of playing them, and the
players and cultures surrounding them.
Touchscreen Game Sudoku for Brain Training old Dogs using computer-based
brain-teasers. Lifelong learning is not just good for people, it is
also good for dogs.
Education Machine -
Ai Avatar
Tetris
Effect occurs when people devote so much time and attention
to an activity that it begins to pattern their thoughts, mental images,
and dreams. It takes its name from the video game Tetris.
Benefits of Games (PDF) -
Learning Games
Network
Design and Development of Games for Learning -
Gamification in Knowledge Management (PDF)
Researchers explore an unlikely
treatment for
cognitive disorders using video games.
Neurogrow tests a
patient's memory and reaction time as an experimental treatment for
cognitive decline. Brain Fitness Center
EndeavorRx is a
video game designed to treat ADHD in children.
Akili-interactive digital medicines is for people living with
cognitive impairment, delivered through captivating video game
experiences.
Outdoor
Play (schools outside)
A
Massively Multiplayer Online Game (MMOG) with STEM Topics for
Middle and High School Curriculum.
Technology Addiction
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Technology Warnings
We can use sports, toys, games and jungle
gyms to
teach physics and all kinds of useful knowledge, but we have
to make sure that what we are teaching and learning can be
applied to solving real world problems, and that the knowledge
learned is related to every day life, this way the person
remembers what they have learned because they use that knowledge
often. Learning things that you don't use, or learning things
that cannot be associated with living, are easily forgotten.
Like the effects of Summer Vacation.
The Power of Play (PDF)
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Physical Education.
Kinetic Sand can
be molded into any desired shape. It does not stick to any materials other
than itself[dubious – discuss] and does not dry out, but otherwise mimics
the physical properties of wet sand. Kinetic Sand is made out of 98%
regular sand and 2% polydimethylsiloxane.
Games and Puzzles with a Purpose
If you're going to exercise your brain with Brain Training
Games or Brain Exercises, or do Crossword
Puzzles, or Complex
Puzzles, the brain exercise or game should have a
learning objective or a
lesson that is relevant to your educational needs. If you want
to test your ability to focus, or test your memory recall, make
sure that you're using information and knowledge that you need
to learn, otherwise you're wasting time. What is the point of
training if you never use that skill, or never benefit from that skill?
Brain Points (PDF)
-
Playing with puzzles, blocks may build children's Spatial Skills.
The games we design should prepare kids for life in some way or
another, if not, then you're playing the wrong game, or, just
playing a game incorrectly, so that there's no benefit to the
players. There are many games that can be modified so that they
can have some kind of beneficial element created from it, just
look at all the different things that you can teach with
Music.
Imagination.
The main thing is to avoid turning games into the same
propaganda that we have in schools. Irrelevance is not a game.
Games and Learning
-
Amplify
Advanced Cognitive Training for Independent and Vital Elderly
ACTIVE Ten-Year Effects of the ACTIVE Cognitive Training
Trial on Cognition and Everyday Functioning in Older Adults.
Videogame boosts sex health IQ and attitudes in minority teens (yale)
Learning Morse code in only a few hours. Using Google Glass, people
played games while feeling the taps and hearing the corresponding letters.
After those few hours, they were 94 percent accurate keying a sentence
that included every letter of the alphabet and 98 percent accurate writing
codes for every letter.
Building Blocks of Life
Legos can be a great
toy for learning if designed and used correctly.
I would like to see building blocks with more than just
letters
on them. You can have the blocks with its measurements, blocks
with weight
measurements, blocks with a load capacity, blocks with
engineering symbols, and so on.
Emergence -
Seeing the Whole
Picture -
Puzzles -
Color Symbols -
Shapes -
Meanings - -
Visual Language -
Comparing -
Brick Houses -
Factory Built HomesKids can be taught to make their own building
blocks and make
their own learning tools and measuring equipment. Kids can also use blocks for
knowledge trees or to
visualize mind maps. Let them choose the
colors, let them
choose the
weights, let them choose the
texture, let them choose
the
scent, let them choose the
shape, let them choose the
sounds that each block makes, and let them choose how to
label each block, so they can visualize in their mind what they
want to see, something that makes sense to them, and makes it
easier for them to
remember. You can show them the best known
arrangements, but let them know it can be modified to fit their
particular needs.
See Touch Learn
LEGO Education SOFT Bricks Set 6033778 (84 Bricks)
15.7 X 15.7 X 19.6 inches.
Jumbo Lego Blocks would be perfect to add labels to. A
plastic sleeve to add and change labels would work.
LEGO-like blocks build new possibilities for microfluidics.
Polydimethylsiloxane (PDMS) – a
silicone-based organic polymer – to cast the building blocks of a
truly LEGO-like microfluidics platform.
Blocks are
essentially 2×2 LEGO bricks with integrated microfluidic channels,
cast from 3D-printed master moulds and actual LEGO parts. We put the
modules together on a standard LEGO plate. Like traditional LEGO bricks,
they are stackable, and their geometry makes mass production by injection
moulding feasible.”
A truly Lego®-like modular microfluidics platform.
Academics show
how to create a spotlight of sound with LEGO-like bricks. Informatics
experts create low-cost directional beams of sound.
Key Learning Targets: Developing
gross manipulative and gross motor skills, Spatial awareness, Developing
balancing, jumping, climbing, and crawling skills, Cooperation and
teamwork, Physical development. And then if you put labels on the blocks,
then you could learn a lot more, about all kinds of things.
You can also use blocks to show Software Development,
Application Layers, Development Processes, Levels in Thinking,
Organization Structures, Chemical Structures, Matrix Levels, Time Lines,
and so on.
IU Neuroimaging Study: Building blocks activate spatial ability in
children better than board games.
Braille Building Blocks -
Spatial Intelligence
Toy Block
are pieces of various shapes (square, cylinder, arch, triangle,
etc.) and colors that are used as construction toys (also building bricks,
building blocks, or simply blocks).
Building Blocks
(PDF) - Block play and performance standards: Using unstructured
materials to teach academic content.
Brixo - Building Blocks Meet Electricity and IoT.
Bring your designs to life
with electronic sensors, motors and connected apps.
BioBrick are building blocks used to design and assemble
larger synthetic biological circuits from individual parts and
combinations of parts with defined functions, which would then be
incorporated into living cells such as Escherichia coli cells to construct
new biological systems.
Flexo -Bendable, bouncy, flexible building bricks! Bounce, twist,
bend, wrap or wear! Flexo uses a unique rigid brick and flexible tendon.
Be creative!
Nimuno Loops - The Toy Block Tape instantly transforms virtually any
surface into a base for Toy Building Blocks and components!
Cells are like building blocks.
Cells are the smallest unit of life that can replicate
independently, and are often called the "
building blocks of
life". What's a cell made of?
Hydrocarbon is an
organic compound consisting entirely of
Hydrogen and
Carbon.
Lipids are a
group of naturally occurring
molecules that include
fats, waxes, sterols, fat-soluble
vitamins (such as vitamins A, D, E, and K),
monoglycerides, diglycerides, triglycerides, phospholipids,
and others. The main biological functions of lipids include
storing energy, signaling, and acting as structural components
of cell membranes.
Carbohydrate is a biological molecule consisting of carbon
(C), hydrogen (H) and oxygen (O) atoms.
Amino Acids
are biologically important organic compounds containing amine (-NH2)
and carboxylic acid (-COOH) functional groups, usually along
with a side-chain specific to each amino acid. The key elements of an
amino acid are carbon, hydrogen, oxygen, and nitrogen.
Proteins are
large
biomolecules, or macromolecules, consisting of one or more
long chains of
amino acid residues.
Proteins perform a vast
array of functions within living organisms, including catalyzing
metabolic reactions, DNA replication, responding to stimuli, and
transporting molecules from one location to another.
Nucleic
Acids are biopolymers, or large biomolecules, essential for
all known forms of life. Nucleic acids, which include DNA
(deoxyribonucleic acid) and RNA (ribonucleic acid), are made
from monomers known as nucleotides.
RNA is a
polymeric molecule implicated in various biological roles in
coding, decoding, regulation, and expression of genes.
DNA is a
molecule that carries most of the genetic instructions used in
the development, functioning and reproduction of all known
living organisms and many viruses.
Building Blocks of Life (PDF)
Nucleobase are nitrogen-containing biological compounds that form
nucleosides, which in turn are components of
nucleotides, with all of these monomers constituting the basic
building blocks of nucleic acids. The ability of nucleobases to form
base
pairs and to stack one upon another leads directly to long-chain
helical structures such as ribonucleic acid (RNA) and deoxyribonucleic
acid (DNA).
Life's building blocks may have formed in interstellar clouds.
AP Biology The Chemical Building Blocks of Life (PDF).
How did the building blocks of life arrive on Earth? Researchers have
used the chemical fingerprints of zinc contained in meteorites to
determine the origin of volatile elements on Earth. The results suggest
that without 'unmelted' asteroids, there may not have been enough of these
compounds on Earth for life to emerge.
Promising 'building blocks' for new functional materials. Safe,
sustainable photo-on-demand synthesis of polypeptide precursors. Animals
such as spiders make fibers which are strong and elastic. These fibers
have a polypeptide structure and serve as inspiration for research into
the development of functional materials. Alpha-amino acid N-Carboxyanhydrides
(NCAs) are precursors for artificial polypeptides, however they are
difficult to produce. Using the photo-on-demand method that they
previously developed, a research group has synthesized NCA in a safe,
inexpensive and simple manner from chloroform and amino acid.
Life's Building Blocks observed in Spacelike Environment.
Component Parts are the uniquely
identifiable input, part, piece,
assembly or subassembly,
system or subsystem,
that (1) is required to complete or finish an activity, item, or job, (2)
performs a distinctive and necessary function in the operation of a
system, or (3) is intended to be included as a part of a finished,
packaged, and labeled item. Components are usually removable in one piece
and are considered indivisible for a particular purpose or use. Commonly,
items of very small or insignificant cost are not considered components.
Component is an abstract part of
something. Something determined in
relation to something that
includes it. An artifact that is one of the individual parts of which a
composite entity is made up; especially a part that can be separated from
or attached to a system.
Part is
something determined in relation to something that includes it. Something
less than the
whole of a human artifact. A portion of a natural object. That which
concerns a person with regard to a particular role or situation. The
extended spatial location of something. One of the portions into which
something is regarded as divided and which together constitute a whole.
Teaching
Machine (youtube)
The Sport of Learning Cognitive workouts using Games and
Simulations
Tiny Machines -
Nano Building Blocks
You can even make other
Building Games and Connection Games using toys like
Dominoes, you can make a game of connecting
Molecules,
Atoms or
Chemical Elements.
Folding Proteins made into a Game
CHON is
the acronym which stands for
carbon,
hydrogen,
nitrogen,
oxygen,
phosphorus,
sulfur, represents the six
most important chemical elements whose covalent combinations make up most
biological
molecules on
Earth. Sulfur is used in the
amino acids
cysteine and methionine. Phosphorus is an essential element in the
formation of phospholipids, a class of lipids that are a major
component of all cell membranes, as they can form lipid bilayers, which
keep ions, proteins, and other molecules where they are needed for cell
function, and prevent them from diffusing into areas where they should not
be. Phosphate groups are also an essential component of the backbone of
nucleic acids and are required to form ATP – the main molecule used as
energy powering the cell in all living creatures. Carbonaceous asteroids
are rich in CHON elements. These
asteroids are the most
common type, and frequently collide with Earth as meteorites. Such
collisions were especially common early in Earth's history, and these
impactors may have been crucial in the formation of the planet's oceans.
The simplest compounds to contain all of the CHON elements are fulminic
acid and isocyanic acid (the latter of which is much more stable), having
one of each atom.
Layers
A layer serves the layer above it and is served by the layer
below it. For example, a
layer
that provides error-free communications across a network provides the path
needed by applications above it, while it calls the next lower layer to
send and receive packets that comprise the contents of that path. Two
instances at the same layer are visualized as connected by a horizontal
connection in that layer.
Interfaces -
Structure
Lego builds anaesthesia skills according to new study. Lego could be
used as a practical tool to train doctors in anaesthetic skills according
to new research that has shown a simple task using the building bricks can
help improve technical skills - a finding that could improve medical
training and patient safety. The educational tool required students to
view in a mirror two-dimensional images of three-dimensional models
constructed from Lego Duplo® bricks. They then had to recreate the models
they could see in the mirror. After they had completed building the
models, they were able to compare them directly with the originals. If
they failed the task, they were asked to return to the mirror and make
good any errors. Scientists measured the students ability to perform
ultrasound-guided injections on a laboratory model before and after this
training and saw that students exposed to the Lego training performed the
ultrasound task significantly better than students who did not receive
Lego training.
"Blocks are made to be assembled,
but who is deciding where the bricks go? Someone did, and that
someone is not a person, that someone is "Fill
in the Blank". There is no wrong answer, but everyone can't be
right either."
"Lay each brick reverently. Lay a purposeful brick, but be in
the moment of laying that brick.
The house will form."
The ancient philosopher Plato posited the shapes of the building blocks of
the universe. According to him, the earth was formed of cubes.
Researchers now find a fundamental truth in that premise. Studying the
shapes and fragmentation patterns of a variety of rocks, they found that
the average of all their forms is a cube.
Engineering Model Building Kits
Erector Set was a brand of metal toy construction sets which were
originally patented by Alfred Carlton Gilbert and first sold by his
company, the Mysto Manufacturing Company of New Haven, Connecticut in
1913. Basic Erector parts included various metal beams with regularly
spaced holes for assembly using nuts and bolts. Hardened steel rods and
screw clamps allowed the construction of hinges and the transmission of
mechanical power via rotating parts such as pulleys, gears, wheels, and
levers.
Meccano
system consists of reusable metal strips, plates, angle girders, wheels,
axles and gears, and plastic parts that are connected using nuts and
bolts. It enables the building of working models and mechanical devices.
Construction Set is a set of standardized pieces that allow for the
construction of a variety of different models. The pieces avoid the
lead-time of manufacturing custom pieces, and of requiring special
training or design time to construct complex systems. This makes them
suitable for temporary structures, or for use as children's toys. One very
popular brand is Lego.
Architectural Model Building Kits
KEVA Structures 200 Plank Set
Engineering Building Kits
Building and Construction Sets
Architecture Building Kits
Architectural Precision
Models
Architect Gifts Plus
Kinetic Sand
Building Blocks -
3D Printing
-
Prototypes -
Drawings -
Engineering -
Design
-
Architecture -
Science Kits and Tools
Resources - Learning Games - Educational Toys
Learning Toys
-
Learning Resources
-
Educational Learning Games
Manga High -
Fun Brain
XP Math Games -
Math Run -
Math Play Ground -
Kids Math Games
Shiftables (youtube)
Little Zen Minds -
Gifted Kids
Brilliant effective
learning is interactive, not
passive. Brilliant helps
you master concepts in math, science, and engineering by solving fun,
challenging problems.
Mutable transforms from a design table into an all-in-one play table
for children ages 1 through 8.
Natural Wood Toys
Mind Tools
Knox
Cubes is a nonverbal intelligence test.
Arcademic Skill Builders
Brain Metrix
Braingle
Innovations for Learning
Quest
to Learn
Humana Games
Poptropica
Video
Game Safety Ratings
G4 TV
Video Games Reviews
Dangers of Sitting for a Long Time
Problem Solving Games
Learn English -
Abcya
Sesame Street -
Poisson Rouge
Learning Tools -
Educational Software
Consumer Protection
Word Games
-
Charades -
Brain Games
Conversation Games
are games that require only conversational ability. Conversation games owe
their popularity to their ability to be played almost anywhere with almost
anyone and for their ability to generate conversation.
Twenty Questions (PDF)
Word Matrix
Pictionary is a charades-inspired guessing word
game played with teams with players trying to identify specific words from their teammates' drawings.
Mental Rotation (spatial intelligence)
The Learning Tree
Learning Games for Kids
Goldie Blox
Uncle Goose
My Atoms
Ever Loop
The Problem Site
Sports and Games -
Learning Disabilities
Museum of Play National Toy Hall of Fame, an
interactive collections-based museum with the
History of Electronic Games and Archives of Play.
The Full History of Board Games
History of Graphics in Video Games (youtube)
50 Toys of the last 50 Years (info-graph)
Photographer
Gabriele Galimberti takes
an intimate look at Kids and their Toys
Learning Laptop -
Online Education
Tests That Look Like Video Games -
Stanford
Virtual Reality
-
Smartphone Capabilities
-
Testing Knowledge
Wonder Brains -
Fat Brain Toys -
Learning Works for Kids -
Find the Right Toy
Legos -
Building Blocks
-
Science Websites -
Brain Websites -
Robotics
-
Curious Minds -
E Science Labs -
Home Training Tools.
Brain Exercises - Brain Teasers - Cognition Tests

The best thing about brain teasers is that they
force you to
listen,
focus and
think, which people don't do
enough of. But most brain teasers are not reality based, so you will never
use that information in real life. So if you are going to exercise peoples
ability to listen and focus, you better do it in a way that has
real life examples,
something they will use in reality.
Cog
Med -
Cog Ni Fit
Elevate-Brain Training
FFit Brains
Apps
Pymetrics
Lumosity
Test My Brain
Speed of Processing Cognitive Training
Double Decision
(video)
Braingle Brain
Teasers, Riddles, Trivia, Brain Exercises, Games, Forums and more..
Brain Teaser is a form of puzzle that requires
thought to solve. It often requires thinking in unconventional ways with
given constraints in mind; sometimes it also involves lateral thinking.
Logic puzzles and riddles are specific types of brain teasers.
Intelligence Testing
Memory Games
Physical Exercise Improves Memory
Memory Enhancers
The Problem Site
Brain Bashers
- Collection of Brain Teasers, Puzzles, Riddles, Games and Optical illusions.
Thousands of Quizzes, or Create Your Own
Difference Between
Retrocade
Games, Illusions, Magic
Open Mind
Second Life
Moblab Interactive Social Science Games
Animation Creation Software -
Make your own Cartoons
Toy Association
-
Pre School Games
-
Play Kids Games
-
Learning Planet
-
Tinkering School
Arvind Gupta: Trash into Toys for Learning (youtube)
-
Arvind Gupta Toys
-
Toys to Grow On
-
Fisher Price -
Funschool Kaboose.
Memory Enhancement Tools
Attention-grabbing experiences trigger the release of memory-enhancing
chemicals. The trick to creating long-lasting memories is to find
something
interesting enough to activate the release of dopamine from the
brain's locus coeruleus (LC) region. "Activation of the locus coeruleus
increases our memory of events that happen at the time of activation and
may also increase the recall of those
memories at a later time.
Locus Coeruleus is involved with physiological responses to stress and panic.
Norepinephrine is an organic chemical in the catecholamine family that functions in the human brain and body as a hormone and neurotransmitter.
Dopamine functions as a neurotransmitter—a chemical released by neurons (nerve cells) to send signals to other nerve cells plays a large role in memory enhancement.
Reward System is a group of neural structures responsible for incentive salience (i.e., "wanting" or desire), pleasure
(i.e., "liking" or hedonic value), and positive reinforcement.
Incentive Salience refers to the "wanting" or "desire" attribute given by the brain – specifically, by the nucleus accumbens shell – to a rewarding stimulus. Reward is the attractive and motivational property of a stimulus that induces appetitive behavior – also known as approach behavior – and consummatory behavior. This "wanting" is unlike "liking" in that liking is a pleasure immediately gained from consumption or other contact with stimuli, while the "wanting" of incentive salience is a motivational magnet quality of a stimulus that makes it a desirable and attractive goal, transforming it from a mere sensory experience into something that commands attention, induces approach, and causes it to be sought out. Incentive salience is regulated by dopamine activity in the mesocorticolimbic pathway of the brain. Incentivize - Get Paid to Learn.
Reinforcement is a consequence that will strengthen an organism's future behavior whenever that behavior is preceded by a specific antecedent stimulus. This strengthening effect may be measured as a higher frequency of behavior.
Antecedent in behavioral psychology is a stimulus that cues an organism to perform a learned behavior. When an organism perceives an antecedent stimulus, it behaves in a way that maximizes reinforcing consequences and minimizes punishing consequences.
Brain Exercise Games - Physical Exercise Improves Memory
Memory Recall Games
Therapeutic Video Game Technology - Game your brain to treat Depression, studies suggest
Cognitive Priming and Cognitive Training: Immediate and Far Transfer to Academic Skills in Children. Cognitive operations are supported by dynamically reconfiguring neural systems that integrate processing components widely distributed throughout the brain. The inter-neuronal connections that constitute these systems are powerfully shaped by environmental input. We evaluated the ability of computer-presented brain training games done in school to harness this neuroplastic potential and improve learning in an overall study sample of 583 second-grade children. Doing a 5-minute brain-training game immediately before math or reading curricular content games increased performance on the curricular content games. Doing three 20-minute brain training sessions per week for four months increased gains on school-administered math and reading achievement tests compared to control classes tested at the same times without intervening brain training. These results provide evidence of cognitive priming with immediate effects on learning, and longer-term brain training with far-transfer or generalized effects on academic achievement.
Locus Coeruleus
is involved with
physiological responses to
stress and panic.
Norepinephrine
is an organic chemical in the catecholamine family that functions in the
human brain and body as a
hormone and neurotransmitter.
Dopamine functions as
a
neurotransmitter—a chemical
released by neurons (nerve cells) to send signals to other nerve cells
plays a large role in memory enhancement.
Reward System is
a group of neural structures responsible for incentive salience (i.e.,
"wanting" or desire),
pleasure
(i.e., "liking" or hedonic value), and
positive reinforcement.
Incentive
Salience refers to the "wanting" or "desire" attribute given by the
brain – specifically, by the nucleus accumbens shell – to a rewarding
stimulus. Reward is the attractive and
motivational
property of a stimulus that induces appetitive behavior – also known
as approach behavior – and consummatory behavior. This "wanting" is unlike
"liking" in that liking is a pleasure immediately gained from consumption
or other contact with stimuli, while the "wanting" of
incentive salience
is a motivational magnet quality of a stimulus that makes it a desirable
and attractive goal, transforming it from a mere sensory experience into
something that commands attention, induces approach, and causes it to be
sought out. Incentive salience is regulated by dopamine activity in the mesocorticolimbic pathway of the brain.
Incentivize -
Get Paid to Learn.
Reinforcement is
a consequence that will strengthen an organism's
future behavior whenever that
behavior is preceded by a specific antecedent stimulus. This
strengthening effect may be measured as a higher frequency of
behavior.
Antecedent
in behavioral psychology is a
stimulus that cues an organism
to perform a learned behavior. When an organism perceives an antecedent
stimulus, it behaves in a way that maximizes reinforcing consequences and
minimizes punishing consequences.
Brain
Exercise Games -
Physical
Exercise Improves Memory
Memory Recall Games
Therapeutic Video Game Technology -
Game your brain to treat Depression, studies suggest
Cognitive Priming and Cognitive Training: Immediate and Far Transfer to
Academic Skills in Children. Cognitive operations are supported by
dynamically reconfiguring neural systems that integrate processing
components widely distributed throughout the brain. The inter-neuronal
connections that constitute these systems are powerfully shaped by
environmental input. We evaluated the ability of computer-presented brain
training games done in school to harness this
neuroplastic potential and
improve learning in an overall study sample of 583 second-grade children.
Doing a 5-minute brain-training game immediately before math or reading
curricular content games increased performance on the curricular content
games. Doing three 20-minute brain
training sessions per week for four
months increased gains on school-administered math and reading achievement
tests compared to control classes tested at the same times without
intervening brain training. These results provide evidence of cognitive
priming with immediate effects on learning, and longer-term brain training
with far-transfer or generalized effects on academic achievement.
Puzzles
Puzzle is a game,
problem, or toy that
tests a
person's
ingenuity or
knowledge. In a puzzle, one is required to
put
pieces together in a
logical way, in order to arrive at the
correct solution of the puzzle. There are different types of puzzles for different
ages, such as crossword puzzles, word-search puzzles, number puzzles, or
logic puzzles.
Puzzle is something that
is a mystery or something bewildering and uncertain. A particularly
baffling problem that is said to have a
correct solution.
Geometry
-
Shapes -
Building Blocks -
Emergence -
Seeing the Whole
Picture -
Connecting
the Dots -
Pattern
Recognition -
Decipher
-
Visualization
Combination Puzzle is a puzzle which consists of a set of pieces which
can be manipulated into different
combinations by a group of
operations. Many such puzzles are mechanical puzzles of
polyhedral shape, consisting of
multiple layers of pieces along each axis which can rotate independently
of each other. Collectively known as twisty puzzles, the archetype of this
kind of puzzle is the Rubik's Cube. Each rotating side is usually marked
with different colours, intended to be scrambled, then 'solved' by a
sequence of moves that sort the facets by colour. As a generalisation,
combination puzzles also include mathematically defined examples that have
not been, or are impossible to physically construct.
Tiling Puzzle are puzzles involving two-dimensional
packing problems in which a number of flat
shapes have to be assembled
into a larger given shape without overlaps (and often without gaps). Some
tiling puzzles ask you to dissect a given
shape first and then rearrange
the pieces into another shape. Other tiling puzzles ask you to dissect a
given shape while fulfilling certain conditions. The two latter types of
tiling puzzles are also called dissection puzzles.
Tessellation or tiling is the covering of a surface, often a plane,
using one or more
geometric shapes, called tiles, with no overlaps and no
gaps. In mathematics, tessellation can be generalized to higher dimensions
and a variety of geometries.
Perplexed is something completely
baffling or very puzzling. Full of difficulty, confusion or bewilderment.
Labyrinth is a
complex system
of paths or tunnels in which it is easy to get lost. A complicated
irregular network of passages or paths in which it is difficult to find
one's way. A complex system of interconnecting cavities.
Navigation.
Maze is a complex system of paths or
tunnels in which it is easy to get lost. A network of paths and hedges
designed as a puzzle through which one has to find a way.
If you are
missing
too many pieces to your puzzle, then
you will not have a clear
picture or
see the
whole picture.
Digital puzzle games could be good for memory in older adults. Older
adults who play digital puzzle games have the same memory abilities as
people in their 20s, a new study has shown. A digital jigsaw puzzle is a
puzzle you play on your computer or a similar gadget.
Puzzle Video Games make up a broad genre of video games that emphasize
puzzle solving. The types of puzzles can test problem-solving skills,
including logic, pattern recognition, sequence solving, spatial
recognition, and word completion. Many puzzle games involve a real-time
element and require quick thinking, such as Tetris (1985) and Lemmings
(1991).
Logic Puzzle
is a puzzle deriving from the mathematics field of
deduction.
Math and Logic Puzzles
-
Puzzles -
Sudoku (wiki)
-
Math Puzzles -
Puzzler
-
Puzzle Hunt -
Match Puzzle (move only 2 sticks)
-
Portrait Puzzles
-
JS Puzzles
-
Jigsaw Puzzles from your PhotosTangram
is a dissection puzzle consisting of seven flat shapes, called tans, which are put together to form shapes. The objective
of the puzzle is to form a specific shape (given only an outline or silhouette) using all seven pieces, which may not overlap.
Jigsaw puzzles with the same die cut pattern make terrific mash ups.
Logic Games
-
Algebraic Reasoning
-
Logic Games -
Logic Games Online
-
School Time Games
-
Logifaces Analogue Game for Digital Minds
Escape Room or escape game, is a game
in which a team of players cooperatively discover clues, solve puzzles,
and accomplish tasks in one or more rooms in order to progress and
accomplish a specific goal in a limited amount of time. A team of people
signs up to be locked in a room, and must find clues and solve puzzles to
complete a given mission and find the key to escape.
Game Mechanics are constructs of rules or methods
designed for interaction with the game state, thus providing gameplay. All
games use mechanics; however, theories and styles differ as to their
ultimate importance to the game. In general, the process and study of game
design, or ludology, are efforts to come up with game mechanics that allow
for people playing a game to have an engaging, but not necessarily fun, experience.
Game Star Mechanic -
The Legend of Zelda (wiki) -
Learn to Write Code
Playopolis Toys -
Child Therapy Toys -
Educational Innovations
Brainwashers Video Game Idea
Raven Progressive Matrices (wiki) -
Visual Tracking Inspection Time (wiki) -
Eye Tracking
Video Tracking (wiki)
Eye can Learn -
Learning RX -
Dual-n-Back -
Serious Play -
Marbles the Brain Store -
Melissa and
Doug
Rives:
Reinventing the Encyclopedia Game (youtube)
Test your Geography Knowledge
E Spark Learning on I-Pads -
Create Lessons on I-Pad
Rock–Paper–Scissors is a hand game usually played between two people,
in which each player simultaneously forms one of three shapes with an
outstretched hand. These shapes are "rock" (a closed fist), "paper" (a
flat hand), and "scissors" (a fist with the index finger and middle finger
extended, forming a V). "Scissors" is identical to the two-fingered V sign
(aka "victory" or "peace sign") except that it is pointed horizontally
instead of being held upright in the air. A simultaneous, zero-sum game,
it has only two possible outcomes: a draw, or a win for one player and a
loss for the other. A player who decides to play rock will beat another
player who has chosen scissors ("rock crushes scissors" or sometimes
"blunts scissors"), but will lose to one who has played paper ("paper
covers rock"); a play of paper will lose to a play of scissors ("scissors
cuts paper"). If both players choose the same shape, the game is tied and
is usually immediately replayed to break the tie. The type of game
originated in China and spread with increased contact with East Asia,
while developing different variants in signs over time. Other names for
the game in the English-speaking world include roshambo and other
orderings of the three items, with "rock" sometimes being called "stone".
Rock–paper–scissors is often used as a fair choosing method between two
people, similar to coin flipping, drawing straws, or throwing dice in
order to settle a dispute or make an unbiased group decision. Unlike truly
random selection methods, however, rock–paper–scissors can be played with
a degree of skill by recognizing and exploiting non-random behavior in
opponents.
Morra
two-player version is when one person is designated the "odds" player
while the other is labeled "evens". Players hold one hand out in front of
them and count together to three (sometimes chanting "
Once,
twice, thrice, shoot!" or "One, two, three, shoot!"). On "shoot",
both players hold out either one or two fingers. If the sum of fingers
shown by both players is an even number (i.e. two or four) then the
"evens" player wins; otherwise the "odds" player is the winner. Since
there are two possible ways to add up to three, both players have an equal
chance of winning. In New York City and Long Island in the 1950s, the game
was called "choosies," and would be invoked to resolve a playground
dispute by one antagonist saying, "let's shoot for it." In Boston at about
the same time, the term in use was "bucking up." In US Coast Guard
wardrooms (officer's mess), players "shake out." It has also been referred
to as "odds-on poke." Morra can be played to decide issues, much as two
people might toss a coin, or for entertainment. While there are many
variations of morra, most forms can be played with a minimum of two
players. In the most popular version, all players throw out a single hand,
each showing zero to five fingers, and call out loud their guess at what
the sum of all fingers shown will be. If one player guesses the sum, that
player earns one point. The first player to reach three points wins the
game. Some variants of morra involve money, with the winner earning an
amount equal to the sum of fingers displayed. Each player simultaneously
reveals their hand, extending any number of fingers, and calls out a
number. Any player who successfully guesses the total number of fingers
revealed by all players combined scores a point.
Using 10 coins, turn this pyramid upside down by moving only
3 coins.
Related Subjects
-
Learning Styles -
Problem Solving -
Bodily-Kinesthetic Intelligence
-
Information Literacy -
Creativity -
Music -
Art -
Intelligence -
Memory -
Technology Learning Tools -
Focus
-
Self-Control.
Video
Games I played at
work in the late 90's, but after work, I did not
want to play these games, I wanted to learn instead of just
playing games.
Wolfenstein 3D - Played against the game, very addicting.
Learned to save last level so I would not have to start from the beginning
each time I was killed, which a was a lot.
Descent - Awesome 3D flying game. I played against other
people at work using our companies server. Then when half-life came out,
everyone played half-life and we never played the game descent again.
Half-Life - Very addictive game, you can play against other
people and
with other people.
I also played
pong on my home TV set, which was developed in 1972. I also
played the
arcade game
asteroids, which was made in 1979 but was originally created
at MIT in 1961, they called is
spacewar video game.
Largest
Arcade in the World - The Largest Collection of late-1970s to
mid-1980s games.
Funspot
Family Fun Center is an
arcade
which features one of the largest collections of late-1970s to mid-1980s
games in the world. It is located in the village of Weirs Beach in
Laconia, New Hampshire, United States. Founded in 1952 by Bob Lawton,
Funspot includes over 500 video games, pinball machines, and ticket
redemption machines; an indoor miniature golf course; 20-lane ten-pin and
candlepin bowling; cash bingo; a restaurant; a tavern; and several other
attractions on its grounds. Funspot was officially named the "Largest
Arcade in the World" by Guinness World Records at the 10th Annual
International Classic Video Game and Pinball Tournament, held from May 29
through June 1, 2008.
"Just because things are
similar does not mean that they are the same. We create
virtual
reality to imitate certain
aspects of life, but just because you can imitate life, this
does mean that life is an imitation. You can create games in
life, but this does not make life a game."
We have been Illuminated
Lumosity
made false claims, just like most corporations do and just like
most schools do. And of course Lumosity did it just for the
money, just like most corporations do and just like most schools
do. And the excuse they gave was simply pathetic. Our a**hole
days are coming to an end people. We need to end this a**hole
behavior, because this sh*t storm is killing us. We need to
rethink and retool ourselves so that we can accommodate our new
level of knowledge and understanding, which has given us a
more clearer perspective of our reality and situation.
Cause and effect is not imaginary, it is extremely real and
sometimes deadly.
Cause and effect is
verifiable to anyone, so ignoring this fact of nature could,
and will continue to have tragic consequences. But on the
Brightside, cause and effect also has many rewards and benefits.
We have to make better choices, choices that have much better
outcomes. So let's stop f*cking around, and let us get to work.
We have a lot of problems to solve, and these problems are not
going to solve themselves.
We have a responsibility to the quadrillions of people who will
live after us.
2007 study published in Behavioral and
Brain Sciences assessed the impact of brain training games on
fluid intelligence.
After participants played Tetris--yes, Tetris--for several weeks, cortical
thickness and
cortical
activity increased. Both are signs of an increase in neural
connections and learned expertise. In simple terms, their brains bulked up
and got smarter. But after those first few weeks, cortical thickness and
activity
started to decrease, eventually
returning to pre-Tetris mastery pursuit levels--even though their skill
levels remained high. Participants didn't lose brain power. Instead, their
brains became so efficient at playing Tetris those increased neural
connections were no longer necessary. Using more mental energy was no
longer necessary. As with most things,
once they kinda
figured it out, it got easy.
Accommodate is to be
agreeable or acceptable to. Make fit for, or change to suit a
new purpose. Provide with something desired or
needed.
Illuminated is to make free from
confusion or
ambiguity; make clear.
Do
“Brain-Training” Programs Work? Brain-Training Pessimism, but
Applied-Memory
Optimism.
Marketers of One-on-One ‘Brain Training’ Programs Settle FTC Charges
yhat claims about ability to treat severe Cognitive impairments are
unsupported.
Affordability should never be about
money, It has to be about knowing the most effective and
efficient ways for fulfilling our
needs. It has to be about
fully understanding all the different elements that surround our
lives, and all the different
cause and effects
that come from our needs, and the
actions we take that are
related to those needs. So when we
teach math, we need to teach students how to
accurately
calculate the impacts of their life. And whether those impacts
are
sustainable, or, whether those impacts will eventually
damage something or kill something. We can't ignore
reality,
reality is all we have. There is no alternate universe, there is
no other planet.
I implore you to see reason.
Panel
Show is a radio or television game show in which a panel of
celebrities participates. Celebrity panelists may compete with each other,
such as on
The
News Quiz; facilitate play by non-celebrity contestants, such as on
Match Game and Blankety Blank; or do both, such as on
Wait Wait Don't Tell Me. The genre can be traced to
1938, when
Information Please debuted on U.S. radio. The earliest known
television panel show is Play the Game, a
charades
show in 1946. The modern trend of comedy panel shows can find early
roots with
Stop Me If You've Heard This One
in 1939 and
Can You Top This? in 1940.
While panel shows were more popular in the past in the U.S., they are
still very common in the United Kingdom. The first known example of a
panel show in the world is the radio program Information Please, which
debuted on 17 May 1938 on the NBC Blue Network. An evolution of the quiz
show format, Information Please added the key element of a panel of
celebrities, largely writers and intellectuals, but also actors and
politicians. Listeners would mail in questions, winning prizes for
stumping the panel.
U.S. panel shows transferred to television early in
the medium's history, with the first known example being Play the Game, a
charades show that aired on DuMont and ABC beginning in 1946. The
celebrity charades concept has been replicated numerous times since then.
The most popular adaptation was Pantomime Quiz, airing from 1947 to 1959,
and having runs on each of the four television networks operating at the
time. Other charades shows have included Stump the Stars; Movietown, RSVP;
Celebrity Charades; Showoffs and Body Language. TV panel shows saw their
peak of popularity in the 1950s and '60s, when CBS ran the three
longest-running panel shows in prime time:
What's
My Line?, I've Got a Secret and
To Tell the
Truth. At times, they were among the top ten shows on U.S.
television, and they continue to experience occasional revivals. All three
Goodson-Todman primetime shows were cancelled by CBS in 1967 amid ratings
declines and trouble attracting younger viewers, although the programs
were consistently profitable by being among the cheapest television shows
to produce. Their cancellations came as attention to demographics and a
focus on younger viewers gained currency among advertisers. The departures
of these three New York-based shows were also part of a mass migration of
television production to Los Angeles, leaving only one primetime show
produced on the East Coast. Later years saw several successes in the
format, with Match Game; Hollywood Squares;
The
Gong Show; Win, Lose or Draw; Celebrity Sweepstakes; Password and
Pyramid primarily running in the daytime and airing in their greatest
numbers during the '70s and '80s. These panel shows marked a shift in the
format: Whereas CBS' primetime shows had panelists guessing secrets about
the guests, these new shows largely had panelists playing games with
guests. Later, the U.S. version of
Whose Line Is
It Anyway? had a primetime run from 1998 to 2004 on ABC, while Wait
Wait... Don't Tell Me! has become a popular weekend show on NPR since
1998. While Wait Wait continues to find success on the radio with a format
driven by comedic banter, U.S. TV panel shows currently employ a format
closer to traditional game shows that happen to have celebrity players.
NBC has taken games such as charades, Password and Pictionary and
repackaged them into Hollywood Game Night, airing since 2013, and NBC's
Tonight Show features many celebrities playing similar games with host
Jimmy Fallon. Comedy Central aired @midnight, in which comedians stand
behind Jeopardy!-like podiums and buzz in to win points for punchlines.
Both NBC's and Comedy Central's takes on panel shows emphasise points,
competing and winning in the style of traditional game shows, with less
focus on comedic content. In 2013, The CW revived Whose Line Is It
Anyway?, which features improv sketches. In 2014, Celebrity Name Game with
Craig Ferguson premiered in syndication, in which players and celebrities
try to get each other to guess famous names. In 2015, ABC announced
primetime revivals for Match Game and To Tell The Truth.