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These examples involve the use of game elements such as points, badges and leaderboards to motivate behavioural changes and track those changes in online platforms. The gamification of learning is related to these popular initiatives, but specifically focuses on the use of game elements to facilitate student engagement and motivation to learn.
Cartopedia: The Ultimate World Reference Atlas; Celestia; Google Earth - (proprietary license); Gravit - a free (GPL) Newtonian gravity simulator; KGeography; KStars; NASA World Wind - free software (NASA open source)
ANGEL Learning (acquired by Blackboard in May 2009); Click2Learn and Docent merged to become SumTotal Systems in 2004; CourseInfo LLC (precursor company to Blackboard, which became Blackboard's core technology, founded by Stephen Gilfus
Gamification can be defined as the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles, such as dynamics and mechanics, in non-game contexts with the aim of motivating and engaging users. [1] [2] [3] This concept is closely related to the field of persuasion.
For example: A predefined Habit may be "1 hour of productive work". If a user records an hour of productive work on the Habitica app, they will gain experience and gold; this is a positive Habit. A predefined Habit may be "Eat junk food". If a user records eating junk food on the Habitica app, they will lose health; this is a negative Habit.
The Open edX platform is the open-source software, originally developed by Piotr Mitros, [2] [3] whose development led to the creation of the edX organization. On June 1, 2013, edX open sourced the platform, naming it Open edX to distinguish it from the organization itself. [4] The source code can be found on GitHub.
However, nearly all software meeting the Free Software Definition also meets the Open Source Definition and vice versa. A small fraction of the software that meets either definition is listed here. Some of the open-source applications are also the basis of commercial products, shown in the List of commercial open-source applications and services.
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).
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