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  2. Khan Academy - Wikipedia

    en.wikipedia.org/wiki/Khan_Academy

    Khan Academy is an American non-profit [3] educational organization created in 2006 by Sal Khan. [1] Its goal is to create a set of online tools that help educate students. [4] ...

  3. 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 ]

  4. DreamBox Learning - Wikipedia

    en.wikipedia.org/wiki/DreamBox_Learning

    The software was designed for students outside the classroom to augment their mathematics education and school districts seeking to enhance their mathematics curriculum. [ 4 ] [ 13 ] In 2012, the firm offered free trial licensing of lessons aligned with the Common Core State Standards Initiative to all schools within the United States.

  5. Educational video game - Wikipedia

    en.wikipedia.org/wiki/Educational_video_game

    A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).

  6. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Educational game plus standard training compared to standard training for mental health professionals [6] Summary Current very limited evidence suggests educational games could help mental health students gain more points in their tests, especially if they have left revision to the last minute. The one salient study should be refined and ...

  7. 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 ...

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