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  2. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    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.

  3. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    Active learning requires the learner to understand and use design grammars of the semiotic domain in which he/she is learning. Critical learning has occurred when the learner can engage with, reflect upon, critique, and change elements of the design. Design Principle: Learning about design principles and appreciating the design.

  4. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    The goal of such play spaces is to have the "gamer" engage in the narrative while learning cognitive and social skills. The ability to immerse oneself in the gaming process facilitates "empathetic embodiment" which occurs when a player learns to identify with the character they have chosen for the game and the virtual environment of the game ...

  5. Learning through play - Wikipedia

    en.wikipedia.org/wiki/Learning_through_play

    Learning through play is a term used in education and psychology to describe how a child can learn to make sense of the world around them. Through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments.

  6. Digital media in education - Wikipedia

    en.wikipedia.org/wiki/Digital_Media_in_Education

    Digital media in education refers to an individual's ability to access, analyze, evaluate, and create media content and communication in various forms. [1] This includes the use of multiple digital software applications, devices , and platforms as tools for learning.

  7. Digital pedagogy - Wikipedia

    en.wikipedia.org/wiki/Digital_pedagogy

    Digital pedagogy is the part of pedagogy that studies the design, implementation and evaluation of educational situations comprising a significant component of digital technologies, as well as the necessary conditions for their implementation – synchronous and asynchronous interactions in virtual and mixed learning environments, learning ...

  8. Instructional simulation - Wikipedia

    en.wikipedia.org/wiki/Instructional_simulation

    The instructional simulation provides a safe environment within which to practice appropriate response skills. Distance learning is growing. The importance of a physical classroom is being reduced as the technology of distance learning develops (Sanders, 2006).

  9. E-learning (theory) - Wikipedia

    en.wikipedia.org/wiki/E-learning_(theory)

    Self-regulated learning refers to several concepts that play major roles in learning and which have significant relevance in e-learning. [14] explains that in order to develop self-regulation, learning courses should offer opportunities for students to practice strategies and skills by themselves. Self-regulation is also strongly related to a ...