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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    Gamification of learning has been also criticized as ineffective for certain learners and for certain situations. [citation needed]. [1] Videogame theorist Ian Bogost has criticized gamification for its tendency to take a simplistic, manipulative approach which does not reflect the real quality of complex, motivational games. Educational ...

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

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

    The outcomes that a player achieves while playing a game are what makes playing games compelling and interesting; outcomes in education (both grades, and amount of knowledge that student will gain as a result of learning) are effective, only if the syllabi and curricula are compelling to learners and the assignments that are used to measure ...

  4. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    The same study called for standardization across the app industry on gamification principles to improve the effectiveness of health apps on the health outcomes of users. [75] MIT Professor Kevin Slavin has described business research into gamification as flawed and misleading for those unfamiliar with gaming. [161]

  5. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments.

  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. Technology integration - Wikipedia

    en.wikipedia.org/wiki/Technology_integration

    According to findings from four meta-analyses, blending technology with face-to-face teacher time generally produces better outcomes than face-to-face or online learning alone. [citation needed] Research is currently limited on the specific features of technology integration that improve learning. Meanwhile, the marketplace of learning ...

  8. Serious play - Wikipedia

    en.wikipedia.org/wiki/Serious_play

    Structured: goals and desired outcomes are predefined. Room to experiment with ways of doing the task. Learning by doing. Internalization (learning), socialization (if done in groups) (Colella, 2000) (Rieber, 1996) (Aldrich, 2005) Gamification: To incentivize productivity and/or behavior change through competition and/or a game-like reward ...

  9. Overjustification effect - Wikipedia

    en.wikipedia.org/wiki/Overjustification_effect

    The term gamification refers to the application of game design elements to non-game contexts [17] in order to drive participation, often with the goal of encouraging greater engagement with the non-game context by providing symbolic rewards such as points, badges, or virtual currency. However, a number of academics and other critics have ...