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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [ 1 ] [ 2 ] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [ 3 ]

  3. Game studies - Wikipedia

    en.wikipedia.org/wiki/Game_studies

    It was not until Irving Finkel organized a colloquium in 1990 that grew into the International Board Game Studies Association, Gonzalo Frasca popularized the term "ludology" (from the Latin word for game, ludus) in 1999, [4] the publication of the first issues of academic journals like Board Game Studies in 1998 and Game Studies in 2001, and the creation of the Digital Games Research ...

  4. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user ...

  5. Data-driven instruction - Wikipedia

    en.wikipedia.org/wiki/Data-driven_instruction

    To embed data analysis by students into classroom practices, it requires time, training, and action. [17] The strategies that students use to evaluate their own learning vary in effectiveness. In a meta-analysis, Dunlosky, Rawson, Marsh, Nathan & Willingham ranked ten learning strategies based on the projected impact each would have on achievement:

  6. Differentiated instruction - Wikipedia

    en.wikipedia.org/wiki/Differentiated_instruction

    Differentiated instruction and assessment, also known as differentiated learning or, in education, simply, differentiation, is a framework or philosophy for effective teaching that involves providing all students within their diverse classroom community of learners a range of different avenues for understanding new information (often in the same classroom) in terms of: acquiring content ...

  7. Student-centered learning - Wikipedia

    en.wikipedia.org/wiki/Student-centered_learning

    Theorists like John Dewey, Jean Piaget and Lev Vygotsky, whose collective work focused on how students learn, have informed the move to student-centered learning.Dewey was an advocate for progressive education, and he believed that learning is a social and experiential process by making learning an active process as children learn by doing.

  8. Learning styles - Wikipedia

    en.wikipedia.org/wiki/Learning_styles

    Studies contradict the widespread "meshing hypothesis" that a student will learn best if taught in a method deemed appropriate for the student's learning style. [2] Studies further show that teachers cannot assess the learning style of their students accurately. [54] In one study, students were asked to take an inventory of their learning styles.

  9. Learning artifact (education) - Wikipedia

    en.wikipedia.org/wiki/Learning_artifact_(education)

    The creation and display of these artifacts allow students opportunities for engagement, revision and feedback, all hallmarks of quality learning design. [ 3 ] A cognitive artifact is a physical representation of a conceptual idea, such as an experience, a memory, a thought, or a feeling.