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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. List of educational software - Wikipedia

    en.wikipedia.org/wiki/List_of_educational_software

    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)

  4. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an approach which recently has evolved, in coordination with technological developments, to include much larger scales for gameplay, new tools, and new ways to connect people. [45] The term gamification, coined in 2002, is not a one-dimensional reward system.

  5. Habitica - Wikipedia

    en.wikipedia.org/wiki/Habitica

    Habitica, formerly HabitRPG, is an online task management application developed by HabitRPG, Inc. [1] [2] [3] It was founded on January 30, 2013. The application uses the format of a role-playing game to organize tasks. [4] Habitica is an open source project. [1] [5] It has attracted the interest of scientific research into the efficacy of ...

  6. Open edX - Wikipedia

    en.wikipedia.org/wiki/Open_edX

    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.

  7. 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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