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 ReformWinning and Losing - Technology Addiction - Educational Game Resources - Brain Teasers - Puzzles - Building Blocks - Playing - Sports - Chess

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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 - 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) - 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


Building Blocks of Life using Lego Bricks 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 Homes

Kids 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


Game Interface 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 Games Word Cloud 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

Educational Toy 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)

Learning Toy 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


Rubics Cube 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


The Final Piece of the PuzzlePuzzle 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 Photos

Tangram 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.

NeuroNation Brain Games 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.

4 Square to 3 Square Puzzel



Using 10 coins, turn this pyramid upside down by moving only 3 coins.
Move Only Three 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.



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The Thinker Man