Youth e-coll@borating in HIV/AIDS prevention
E-learning - The term e-learning is most frequently used to refer to computer-base training which incorporates technologies that support interactivity. E-learning is an approach to facilitate and enhance learning through, and based on, both computer and comunication technology. Such devices can include personal computers, CD-ROMs, Digital Television, P.D.A.s and mobile phones. Comunication technology enables the use of the Internet, email, discussion forums, colaborative software and team learning systems.
E-game - A device or computer program that provides entertainment by challenging a person's eye-hand coordination or mental abilities . The games may be contested among several players, or an individual may engage in a test of skill against the computer. Some Internet-based games involve thousands of individuals interacting with each other in ongoing, open-ended play.
Non-entertainment games - Non-commercial games, intended for educational purposes. Edutainment - Education in entertainment. Game development - This is the process of creating a game. It consists of several stages: idea, storyboard, character design, environment design, coding and testing. Adobe Flash - A software for developing games, creating animations, presentations and interactive content. Interactive content - Interactive content requires human intervention.Depending on the topic it could be presented in various ways. A good example is a powerpoint presentation containing questions related to the audience, involving them in the learning process.
Storyboard - A sequence of images and annotations for a cartoon, animation or video drawn on paper or rendered in the computer. Storyboards are previews of the final version and typically contain mockups rather than final art and images.
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