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  2. Environmental groups and resources serving K–12 schools

    en.wikipedia.org/wiki/Environmental_groups_and...

    Green Teacher [13] is a non-profit organization which publishes resources to help educators, both inside and outside of schools, to promote global and environmental awareness among young people from elementary through high school. The organization’s primary activity is the publication of Green Teacher, a quarterly magazine full of teaching ...

  3. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    In a review of health apps in the 2014 Apple App Store, more than 100 apps showed a positive correlation between gamification elements used and high user ratings. MyFitnessPal was named as the app that used the most gamification elements. [75] Reviewers of the popular location-based game Pokémon Go praised the game for promoting physical exercise.

  4. 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 ...

  5. Jupiter Environmental Research and Field Studies Academy

    en.wikipedia.org/wiki/Jupiter_Environmental...

    Planning for the Jupiter High School Environmental Research and Field Studies Academy (JERFSA) began during the 1992–93 school year. The recommendation to approve the creation of the academy was submitted in Palm Beach County School Board Report 6G November 4, 1992. JERFSA was started in August 1993 with 75 students, two teachers and funding ...

  6. 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]

  7. School of Environmental Studies, Minnesota - Wikipedia

    en.wikipedia.org/wiki/School_of_Environmental...

    The School of Environmental Studies is an optional two-year high school in Apple Valley, Minnesota, United States. Also known as the "Zoo School" or “SES” because of its active partnership with the Minnesota Zoo and its 10-acre (48,000 m 2) site on zoo property, the school embraces project-based learning with an environmental theme. [2]

  8. Habitica - Wikipedia

    en.wikipedia.org/wiki/Habitica

    For example: A predefined Habit may be "1 hour of productive work". If a user records an hour of productive work on the Habitica app, they will gain experience and gold; this is a positive Habit. A predefined Habit may be "Eat junk food". If a user records eating junk food on the Habitica app, they will lose health; this is a negative Habit.

  9. Sustainability and environmental management - Wikipedia

    en.wikipedia.org/wiki/Sustainability_and...

    Land-use change is fundamental to the operations of the biosphere because alterations in the relative proportions of land dedicated to urbanisation, agriculture, forest, woodland, grassland and pasture have a marked effect on the global water, carbon and nitrogen biogeochemical cycles and this can negatively impact both natural and human ...