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Win79 là một trang web tổng hợp tất cả các loại game đánh bài online có thể đổi thưởng bằng tiền thật tại thị trường Việt Nam. Ứng dụng Win79 đang là xu hướng hot nhất hiện nay, với nhiều thể loại game bài hấp dẫn để mọi người lựa chọn khi tham gia.

Website: https://74win79.com/

Map: https://www.google.com/maps?cid=4447112124965108225

Hotline: 0968426576

Add: 35 Nguyễn Chí Thanh, Trà Nóc, Bình Thủy, Cần Thơ

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https://www.tumblr.com/74win79

https://www.behance.net/74win79

https://www.pinterest.com/74win79/

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Students will be able to navigate the 74win79 website and locate different game genres.

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What factors make 74win79 a popular online gaming platform?

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Introduce the 74win79 platform, highlighting its main features, various game genres, and methods of account creation.

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How to Make a 2D Platformer in GameMaker! (Slopes, Moving Platforms, Semi Solid Platforms)

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Students will work in pairs to explore the 74win79 website and document their findings on different game types.

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Organize a classroom discussion using Padlet where students share their favorite game types and why.

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Time and discussion management.

Plan on how much time you will provide for classroom discussions-and provide more time than what you think you will need.

How will you end a discussion if time runs out-will you resume the discussion during the next class period? Will you have students continue with the discussion in an online discussion forum you create for that purpose using Blackboard? Will you have students complete homework based on the discussion?

Prepare for disagreement among students, especially if the topic is controversial or gets out of hand. Providing and reviewing discussion policies and guidelines can help reduce flare-ups or heated discussions. Refer to step 1 above.

Silberman (1996) suggests a number of strategies to engage students in classroom discussions which are organized in an easy-to-follow overview, procedure, and variations. A few of these strategies are presented below.

Active Debate-where every student is involved in the discussion and not only the debaters.

Town Meeting-lightly defined, a town meeting is a meeting of the members of a town or community who discuss and act upon town business. In education, a town meeting can imply a meeting where the students are formed in a group (or the entire class) are welcome to voice their views on a subject in an egalitarian, participatory, and democratic way. The instructor can direct the conversation on a particular subject where students are involved in the creation of course policy, development of course assignments, or course calendar.

Three-Stage Fishbowl Decision-this strategy can be used for practicing listening skills, where a group of students discuss and answer one question, which is then discussed by a second group of students before discussing and answering their own question, followed by a third group who discusses the second question before their own question.

Reading Aloud-helps students focus, raise questions, and stimulate discussion of a selected book.

Trial by Jury-sparks "controversy learning" which is stimulated by challenging viewpoints. (1996, pp. 83-92)

Summary

Classroom discussions can effectively be implemented with careful planning and selecting topics which are interesting and relevant to students. Implementing one or more of the "tested" strategies listed here are suitable to engage students in discussions which are lively and meaningful. As Barton, et al. (n.d.) caution, attempting to implement all of the strategies at once would be "counterproductive." Instead, select a strategy which would be easy to implement and appropriate for a course. Once the benefits are observed, try introducing another.

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Classroom Discussions | Center for Innovative Teaching and Learning | Northern Illinois University

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Classroom discussions should help students learn but getting students to actively participate can sometimes be a difficult task.

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Students will create an account on 74win79 and play a game of their choice. They will later write a short review of their experience.

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Provide a tutorial video on navigating 74win79 for students needing additional support.

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Challenge students to research the history of online gaming and present their findings using Padlet.

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The history of online gaming dates back to the some of the first mainframe computers.

As computers were built, games were designed to test them.

As networks were created, games were also designed to test them.

From NASA to MIT, games were developed and tested as computers and the internet evolved.

Here, we are going to dive into a history lesson. The history of online gaming.

The Worlds Fair introduced us to so many things. I am still delighted by "It's a Small World" at Disneyland.

This is where the story of computer and online gaming begins.
1940
Th Worlds Fair of 1939-1940 introduces us to Nimtron. A computer allowing you to play the mathematical game of NIM.
1951-1952
We now have the first computer game. NIMROD, created in 1951. This was an evolution of the game presented at the Worlds Fair. Shortly after, we receive our second computer game. OXO, created in 1952.
1962
This provides a turning point in gaming. With the creation of Spacewar!, we now have the first game playable on multiple stations.
1966-1967
The first at home game console, "The Brown Box", is released. The console does not take off, as it is a bit ahead of its time.

During this same period, arcade games begin to catch the attention of Americans. Sega and Taito release the games Periscope and Crown Special Soccer.

It did not take long to realize that playing a game alone is not nearly as fun as playing with your friends.

The network effect in computers is not a new concept, although it is one of the latest buzzwords in Startups. The network effect has been a natural desire in computers. We see it as early the first games.

Three important technological innovations take place over the course of the late 1960s to 1993. We begin to see host-based networks and time-sharing, which both lead to the creation of the internet as we know it today.

All three innovations are quickly used by the gaming community. The desire to create a network effect was strong in the early days of gaming.

Host-based networks play an integral role in shaping the internet as we know it. They also play an integral in multiplayer gaming. A host-based network is one where a computer is connected to and relies upon a host. Such as a mainframe computer and client computers, also known as nodes.

Time-sharing is the concept of spreading a computers processing power across multiple terminals. This concept follows the host-based network design.

The third innovation is the first internet message. In 1969 UCLA sent its first message to the Stanford Research Institute. The message was "login", which only "lo" was received. This is also the first incident of packet loss.
1971
ARPANET (Advanced Research Projects Agency Network) begins to implement the future internet protocol. Data packet switching, which later provides TCP/IP, gives us a system of 15 nodes and email. At the time, unbeknownst to ARPANET, this will lay the essential groundwork for the Pokemon Go launch.
1972
Atari is created, which sets the benchmark for game development at scale.

During this period, we also see multiplayer game development begin. Over the course of the next decade, we will see over 15 game development companies start.
1973-1975
To kick off the next 7 years, we get the creation of Dungeons and Dragons. This opens up the role-playing game (RPG) category.

At the same time, NASA creates its first game. MAZE, which is created by NASA interns, is one of the early first-person shooter games.

As gaming begins to take off, 1973 sees the first game sold, Pong by Atari.

Empire, which was played over the PLATO network, offers the first time a game could be played on multiple screens. This creates the first time-sharing consoles.

Spasim is released, which is a 3D shooter game that had the ability to connect 32 consoles. The stage is beginning to be set for multiplayer games.

In 1974 we get the first computer game hobbyist magazine, Creative computing.

During the years of 1973 to 1975, Xerox helps develop one the first local area network (LAN). Built with Ethernet, Xerox receives the patent. This becomes the beginning of packet-based computer networking.
1975-1977
The 1970s show us the release of personal computers and gaming consoles.

In 1975 we have the joystick hit arcade games, which revolutionizes how games are played. The joystick is released for the game Gunfight.

In 1977 the Atari VCS is released. This opens the concept of the game cartridge.
1978-1981
We begin the next couple of years with the release of the DEC-10s system. For the concept of time-sharing, this mainframe system provides the foundation.

The capability to develop games with 32 simultaneous players has now been reached.

We see time-sharing services begin to pop up, which look a bit like our current internet service providers (ISPs).

British Telecom also begins to do its part in encouraging online gaming. With the development of the multi-user dungeon (MUD), we see the emergence of the virtual world. British Telecom allowed the game to be played at night on the open network from 2 AM to 7 AM.

In 1980, Atari releases Space Invaders for the Atari VCS. As consumers had grown bored of Pong, this game makes Atari relevant again.

It is interesting to note that in 1981 we see more computer game hobbyist magazines start. There are two that take circulation during the 1980s. Computer Gaming World and Computer and Video Games.
1982
We have now hit "The Year of the Computer" as declared by Time Magazine.

At the Las Vegas Consumer Electronics show, William von Meister releases modem-transfer technology. The technology used telephone lines to transmit data. It is used for gamers to download multiple games from programmers. The technology was released in the CVC GameLine.
1983
The internet is officially created on January 1, 1983. Online gaming can now commence.
1984-1990
The 1980s see the release of personal computers. Bill Gates creates Donkey and provides the BASIC code to encourage programmers to develop their own games.

In 1984, BITNET develops MAD. This is the first game to be accessed by a world-wide computer network.

SGI Dogfight, which becomes the first game to use the Internet Protocol (TCP/IP), is released in 1986. The game was limited to a single network, as broadcast packets were used.

In the same year, workstation computers received graphics capabilities. This is occurring while we have the release of X Windows Systems, which opens the door for XTrek. Xtrek was a 2D space battle game.

In 1987, Atari joins the multiplayer party. With the release of Midi Maze, the Atari ST allows you to connect up to 16 consoles. This is the first time we see the concept of a "death match" in gaming.

1989 proves to be a big year for the internet and online gaming. IP Multicast is developed and gaming across the internet becomes possible.

It does not take too long for Sega to try and capitalize on IP Multicast. Sega releases its Meganet online gaming service in 1990. This provided multiplayer online gaming. Sega also created NetLink for online access to its Sega Saturn and Sega Dreamcast systems.
1993
This kicks off our decent into an awkward trial and error period for online gaming. It begins with CERN releasing the World Wide Web software into the public domain.

In 1993 we have the birth of the "LAN Party", which is still massively popular today. With the release of Pathway to Darkness, and multiplayer capabilities over a network, people cannot help themselves but create the network effect in gaming.

Lastly, we get Doom, which is an instant success. As a first-person scenario (FPS) shooter game, it popularizes the "death match".

Online gaming, in its most primitive and widespread form, begins to take shape.

With gaming hunger outpacing technological advancement, we begin to see a series of attempts at connecting gaming to the internet. It leads to thinking that the 90s was just an awkward time for all of us.

With music like Rednex playing Cotton Eye Joe, and our gaming consoles desperately trying to let us play games over the internet, the 90s is a bit awkward. Nothing seemed to work and catch on as a trend.

Even Green Day had a few awkward albums after it released Dookie.

But in gaming, what is most memorable about the 90s is the proliferation of role-playing games (RPGs).
1993-1995
Through the early to mid-90s, Sega, Nintendo, and Atari tried to push online gaming forward. What they found was the internet was expensive and not quite fast enough. This process began as early as 1993.

The first-person shooter game, Marathon, was released for the Macintosh at the end of 1994.

During the same year, the first pay-to-play service over the internet is released. The release was Avalon MUD, which was a multiplayer RPG.

1994 is the year of the RPG movement. Warcraft was also developed during this time, which goes onto become one of the biggest online gaming franchises.

Nintendo makes an attempt in Japan for online multiplayer support in 1995. They released the Satellaview for Super Famicom, but this was only available in Japan.
1996-1998
We see two important games released during this year. Kingdom of the Winds and Quake. They expanded the RPG category and the first-person shooter category. Quake was the first multiplayer first person shooter game.

At this period, Windows '95 is released with great success. What also occurs is affordable Ethernet cards come onto the market. These two events provide a big break for online gaming.

Over the next couple of years we see a few popular multiplayer online games released. In 1997 we have Ultima Online, and in 1998 Starcraft and Lineage are both released.
1999
In '99, not only did we have Woodstock '99, which proved to be the last hurrah for late 90s music, but Nintendo also had a big break for online gaming.

Nintendo released an add-on feature for the Nintendo 64, arguably one of the best Nintendo Consoles, for online gaming. This meant Super Smash Bros online.

Also, the first game to prove commercially viable in the multiplayer online gaming space was Everquest. It was the 2nd most successful after Ultima Online.

As the internet was improving, the dot-com bubble was getting ready to bust. The conclusion of the 90s meant one thing for online gaming. We are about to have an explosion.

As the 2000s began with the dot-com bubble bursting, you might have thought tech was risky. What actually occurs is online gaming begins to do what gamers have been waiting almost 2 decades for.

The network effect.

The start of the 2000s will see the release of gaming consoles with internet capabilities built in. This trend will continue to today, and only become a bigger part of the gaming experience.
2000-2001
At the turn of the Millennium the Sega Dreamcast was released. This is the first game console with true internet capabilities. Unfortunately, it did not take off. The theory is that they were just a bit ahead of their time.

2000 also saw the release of the Sony Playstation 2. This had internet capabilities, but with the already popular Sony Playstation, it had no trouble with success.

In 2001, the Nintendo GameCube was released with online gaming capabilities.

In the same year, the RPG category evolves with the release of Runescape.
2002
With the Dreamcast being too early, we see 2002 as the year that online gaming takes off. This is the year Xbox is released.

The release of Xbox, with Xbox Live, begins to see online gaming adoption. Halo played a big role in making this happen. The game was so popular, and encouraged online gameplay, online multiplayer gaming flourished.

Also, with the release of Halo, LAN Parties receive a massive revival.
2004
As the Playstation Network (PSN), Xbox Marketplace, and Wii Marketplace begin to gain traction, the way games are purchased and updated changes.

Halo 2 is released for Xbox to an eager audience. As a result, Xbox live usage quadrupled.

World of Warcraft is released for computer. This becomes a huge, cult-like, success.
2006
The Nintendo Wii is released with WiFi capabilities for online multiplayer gaming. Also, web browser and internet access capabilities are integrated. WiiConnect24 is released.

Playstation 3 is also released in the same year with internet capabilities and the Playstation Network (PSN).
2007
This marks the year that smartphones begin to become popularized. With mobile gaming, gaming is now popular in the mainstream.

Zynga is founded in 2007 and goes on to create Facebook and mobile games.

As the remainder of the 2000s are ravaged by the global financial crisis, the future of gaming is getting ready to take another turn. This time it will not take 2 decades, but less than one.

Mobile gaming becomes the next evolution of online gaming.

People are smoking less, but phone usage has gone up. There is an argument that phones are the new cigarettes.

Our phones are what we reach to when sitting at a bus stop. When we have anxiety. When we need to fill space. They're a drug.

A drug that will launch online gaming into an entirely new world.

Games are built mobile first, and as we have seen with Pokemon Go, there is a lot of money to be made in the mobile game market.
2009
Angry Birds is released on Apple iOS. Created by a Finnish company, this marks the first mobile game to explode in the Apple Appstore.
2012
Nintendo creates the Nintendo Network for the Wii U.
2014
PlayStation 4 is released with improved internet capabilities for online gaming. At this point, Playstation has the capability to share games with friends over the internet. This is the Playstation Share Play feature.
2015
Mobile gaming is projected to produce more revenue than console gaming.
2016
Pokemon Go is released. This is the first augmented reality mobile game, and instantly goes viral. Pokemon Go also changes the way mobile games make money.

As mobile first continues to be the big push of the 2010s, we are already seeing the next possible evolution of gaming.

Virtual reality.

Virtual reality is still in its primitive stages for the average consumer. Though, the interest by large corporations is high. With Facebook purchasing Oculus, we can see a trend in making virtual reality a platform.
2001
The SAS Library in France provides Virtools VRPack.
2007
Google releases Street View.
2013
Oculus VR is founded.
2014
Facebook purchases Oculus VR.
2015
Valve Corporate announces their own HTC VR headset.
2016
Oculus Rift is released as a headset specifically for gaming.

Much of the VR landscape is unknown and in its primitive stages for mass consumer appeal. What we can say, is there is a lot of hype around the topic.

The history of online gaming follows a similar path to that of the internet. As we are still in the internets infancy, we are also in online gaming's infancy. What is going to play a role in the success of gaming is how we deal with network latency, bandwidth and throughput. Particularly over our mobile networks.

Online gaming has a detailed history, and the desire for games is as early as building computers themselves. It will be interesting to see how gaming's future unfolds.

To learn more about improving your network for gaming, you can download the Online Gaming Whitepaper.

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The history of online gaming dates back to the some of the first mainframe computers. As computers were built, games were designed to test them. As networks were created, games were also designed to test them. From NASA to MIT, games were developed and tested as computers and the internet evolved.

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As students explore the platform, observe and discuss their findings to gauge understanding.

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Students will take a quiz on the rules and gameplay of different games available on 74win79.

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Everyone loves gaming, right? You bet! But it's one thing being great at it - how much do you really know about it? Like, really know about it? Gaming is a huge deal, with a long history around the world and loads of amazing inventions along the way. For example, what's the best selling Playstation game of all time? What was the inspiration behind Pokemon? And what was that scratch-and-sniff Fifa disc all about? Yep - you'll need to be a real hardcore gamer to get 100% on this epic video game quiz!

Oh, and if you love gaming, take our Guess the Video Game Logo Quiz, Ultimate Brawl Stars Quiz , The Ultimate Friday Night Funkin' Quiz, or the What Nintendo Switch Game Should I Play Quiz!

Ready? It's time test your trivia!

12/14

Re-take the Quiz!

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The Ultimate Video Game Quiz! | Beano.com

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Are you a video game virtuoso or a software Smiffy? Put your gaming knowledge to the test with this epic quiz!

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In groups, students will discuss what they learned about 74win79 and share any new gaming strategies they discovered.

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Students will write a short paragraph summarizing their favorite aspect of 74win79 and why.

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Students will choose a different game on 74win79 to play at home and prepare a brief summary of their experience.