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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. [4] In other words, gamification is the introduction of game elements into a traditionally non-game situation.

  3. 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).

  4. Game Classroom - Wikipedia

    en.wikipedia.org/wiki/Game_Classroom

    Game Classroom is an educational gaming website for kindergarten to 6th grade students. [1] The site is a product of Earlier Media, a site known for its other website Kideos . Content

  5. Browse and play any of the 40+ online card games for free against the AI or against your friends. Enjoy classic card games such as Hearts, Gin Rummy, Pinochle and more.

  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. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    The students who played the game using their own laptops could use the Wi-Fi available at the university, while those playing using mobile phones had to use 3G over the cellular network. The latter was a disadvantage, as the students had to pay out of their own pocket to play Lecture Quiz, as the telecom providers at that time charged per ...