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  2. Sakai (software) - Wikipedia

    en.wikipedia.org/wiki/Sakai_(software)

    Sakai is a free, community-driven, open source educational software platform designed to support teaching, research and collaboration. Systems of this type are also known as learning management systems (LMS), course management systems (CMS), or virtual learning environments (VLE).

  3. Online discussion platform - Wikipedia

    en.wikipedia.org/wiki/Online_discussion_platform

    Online discussion platforms can play a role in education. [5] [self-published source?] In recent years, online discussion platform have become a significant part of not only distance education but also in campus-based settings. [6] The proposed interactive e-learning community (iELC) is a platform that engages physics students in online and ...

  4. Solve Education - Wikipedia

    en.wikipedia.org/wiki/Solve_Education

    By completing learning modules, students can earn points which they can later exchange for food packages. Solve Education! is working with various organizations, notably Nusantra Innovation Forum, Putera Sampoerna Foundation, East Java Government of Indonesia to gamify the pandemic-safety education package for underserved children in Indonesia ...

  5. OpenSIS - Wikipedia

    en.wikipedia.org/wiki/OpenSIS

    Initially launched as an open-source platform, openSIS transitioned to a cloud-native, API-driven model SaaS, offering enhanced scalability and integration capabilities. The system includes tools for student data management, communication, and academic tracking, aiming to support administrators, teachers, students, and parents.

  6. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The teacher also needs to responsibly track student achievements with a web-based platform, such as Open Badges, the WordPress plug-in GameOn or an online spreadsheet. The teacher may also publish a leaderboard online which illustrates the students who have earned the most XP, or reached the highest level of play.

  7. Online school - Wikipedia

    en.wikipedia.org/wiki/Online_school

    To engage virtual students even further, a process known as gamification can be used to teach a student learning material in a form of a game to bring more enjoyment in a student's learning experience. [9] Secondlife, an online virtual world, is a type of gamification system that is used for online educational purposes. [10]

  8. D2L - Wikipedia

    en.wikipedia.org/wiki/D2L

    D2L (or Desire2Learn) is a Canada-based global software company with offices in Australia, Brazil, Europe, India, Singapore, and the United States.. D2L is the developer of the Brightspace learning management system, a cloud-based software suite used by schools, higher educational institutions, and businesses for online and blended classroom learning.

  9. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    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.

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