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    • When a student sees the progress they are making they become addicted to success.
    • also known as the Internet Generation and Digital Natives
    • Interactive devices as classroom learning tools

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    • mid-to-late 1990s to the present
    • more adept at processing visual information and have better hand-eye coordination

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    • Trivia game
    • the object is to answer questions with the goal of obtaining points

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    • Social network game

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    • "Monopoly has you grinding your opponents into dust. It's a very negative experience. It's all about cackling when your opponent lands on your
      space and you get to take all their money." Monopoly, in fact, is a classic example of what economists call a zero-sum game. For me to gain $100, you have to lose $100. For me to win, you have to be bankrupt. Gouging and exploiting may be perfect for humiliating your siblings, but they're not so great for relaxing with friends.
    • "Monop

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