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In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.
Gamification techniques are intended to leverage people's evolved desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. [32]
Game playing was an area of research in AI from its inception. One of the first examples of AI is the computerized game of Nim made in 1951 and published in 1952. Despite being advanced technology in the year it was made, 20 years before Pong, the game took the form of a relatively small box and was able to regularly win games even against highly skilled players of the game. [1]
Problem-based learning addresses the need to promote lifelong learning through the process of inquiry and constructivist learning. [2] PBL is considered a constructivist approach to instruction because it emphasizes collaborative and self-directed learning while being supported by tutor facilitation. [ 49 ]
Computer-supported business simulation originated from military war games, and came into existence during the late 1950s. [3] Business simulation games, including non-computer-based board games and experiential activities, have since been used as a learning tool for teaching management (Jackson 1959) (Andlinger 1958). It is regularly in use at ...
The first is challenge-based learning/problem-based learning, the second is place-based education, and the third is activity-based learning. Challenge-based learning is "an engaging multidisciplinary approach to teaching and learning that encourages students to leverage the technology they use in their daily lives to solve real-world problems ...
Task-based learning benefits students because it is more student-centered, allows for more meaningful communication, and often provides for practical extra-linguistic skill building. As the tasks are likely to be familiar to the students (e.g.: visiting the doctor), students are more likely to be engaged, which may further motivate them in ...
The game's intel map showing game elements with a dark Google Maps baselayer. A player using their mobile device (or "scanner") is presented with a map representing the surrounding area. The map has a black background and is completely unmarked, except for buildings and roads outlined in grey but not labeled, and bodies of water.