Word: virtually
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Dates: during 2000-2009
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...since both teams are favored to win their other games, Saturday’s contest is a virtual must-win for the Crimson. Yet Harvard will likely need to improve on last night’s effort if it hopes to end the Tigers’ Ivy dynasty...
...exhibitors showing the latest in game and music machines (and attendees encouraged to bring the kids as new-product testers), it's loud. At Sega, guys in suits sit at a huge bank of monitors playing Quake Arena. Over at Global VR, conventioneers wearing huge, teardrop-shaped, bright yellow virtual-reality helmets blast away at enemy soldiers in the immersive war game Beach Head 2002. At Triotech Amusement, Tom Revolinsky, vice president of operations for Cleveland Coin Machine Exchange, a national arcade operator, unfolds himself from Ballistics, a high-speed outer-space racing game with realistic seat-rattling technology...
...just as illegal as any other microwave, rice cooker, coffee pot or teapot that students might secret away in a corner of their room. But Harvard administrators don’t know this, and for about seven years, they’ve been protecting HSA’s virtual monopoly on the devices by repeating the mantra in entryway meetings and confiscating other cooking appliances when students are careless enough to leave them out in plain sight...
...kids get older, visual representation is more important, and we've found that virtual manipulatives in computer programs are really popular with middle-school kids because they don't feel like it's baby stuff," says Shelley Goldman, associate professor of math at Stanford University's School of Education. Researchers have found that in some cases good software can do a better job of explaining a complex math or science problem to a 10-year-old than a person can. The trick is finding the right software...
...they have to solve practical problems, such as budgeting for band equipment, food and gas. "Real world" can also mean any scenario in which math or science decisions have lifelike consequences. For example, in the science program Zap! (Edmark/Riverdeep; ages 8 to 12; $30), cartoon characters in a virtual physics lab ask for help manipulating lasers, electrical circuits and sound waves...