When.com Web Search

  1. Ads

    related to: reasons for gamifying learning skills in the classroom

Search results

  1. Results From The WOW.Com Content Network
  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [ 1 ] [ 2 ] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [ 3 ]

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

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

    Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam.When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games.

  4. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Games and learning research explores how games and game communities can lead to 21st-century educational skills such as higher order thinking, the ability to solve complex problems, think independently, collaborate, communicate and apply digital tools to effectively gather information.

  5. Educational video game - Wikipedia

    en.wikipedia.org/wiki/Educational_video_game

    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).

  6. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...

  7. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Examples of such systems used primarily to fulfill users' intrinsic motivations, include online gaming, virtual worlds, online shopping, learning/education, online dating, digital music repositories, social networking, online pornography, and so on. Such systems are excellent candidates for further 'gamification' in their design.

  8. Zendaya Is ‘Still Harboring A Little Animosity’ for Her ...

    www.aol.com/zendaya-still-harboring-little...

    Zendaya still thinks about her 2013 stint on “Dancing with the Stars.”The runner-up on Season 16 of the ABC dance competition series told W in a recent interview that she wished she had not ...

  9. Small group learning - Wikipedia

    en.wikipedia.org/wiki/Small_group_learning

    The small group learning is also used for adult learning because it is associated with active involvement, collaboration, and problem-solving. [ 11 ] [ 12 ] Although this practice is not the best way for students to develop and improve on these skills there are some ways to make this effective for both the student and the instructor.