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  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...

    Active learning requires the learner to understand and use design grammars of the semiotic domain in which he/she is learning. Critical learning has occurred when the learner can engage with, reflect upon, critique, and change elements of the design. Design Principle: Learning about design principles and appreciating the design.

  4. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Within these learning principles Gee shows the reader the various ways in which games and learning are linked and how each principle supports learning through gaming. One example would be Learning Principle 6: "Psychosocial Moratorium" Principle, where Gee explains that in games, learners can take risks in a space where real-world consequences ...

  5. 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 ...

  6. Behavioral game theory - Wikipedia

    en.wikipedia.org/wiki/Behavioral_game_theory

    A normative theory is subjective and based on opinions. Because of this, normative theories cannot be proven true or false. Behavioral game theory attempts to explain decision making using experimental data. [14] The theory allows for rational and irrational decisions because both are examined using real-life experiments in the form of simple ...

  7. Compulsion loop - Wikipedia

    en.wikipedia.org/wiki/Compulsion_loop

    A compulsion loop, reward loop or core loop is a habitual chain of activities that a user may feel compelled to repeat. Typically, this loop is designed to create a neurochemical reward in the user such as the release of dopamine.

  8. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification techniques are intended to leverage people's evolved desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. [32]

  9. Immersive learning - Wikipedia

    en.wikipedia.org/wiki/Immersive_learning

    Immersive learning is a learning method with students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book.