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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. Anki (software) - Wikipedia

    en.wikipedia.org/wiki/Anki_(software)

    Anki (US: / ˈ ɑː ŋ k i /, UK: / ˈ æ ŋ k i /; Japanese:) is a free and open-source flashcard program. It uses techniques from cognitive science such as active recall testing and spaced repetition to aid the user in memorization.

  4. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    As illustration, Microsoft has announced plans to use gamification techniques for its Windows Phone 7 operating system design. [119] While businesses face the challenges of creating motivating gameplay strategies, what makes for effective gamification [120] is a key question.

  5. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Self-assessment in education technology relies on students analyzing their strengths, weaknesses, and areas where improvement is possible to set realistic goals in learning, improve their educational performances and track their progress. [258] [259] One of the unique tools for self-assessment made possible by education technology is Analytics.

  6. Dreyfus model of skill acquisition - Wikipedia

    en.wikipedia.org/wiki/Dreyfus_model_of_skill...

    In an unfamiliar new domain, students attend to features of the situation that can be noticed without prior experience, what the Skill Model calls "context-free features." Think of the read-outs on the speedometer, tachometer and other gauges in an automobile, or of the objective measurements of ingredients and cooking times in a recipe.

  7. Customer relationship management - Wikipedia

    en.wikipedia.org/wiki/Customer_relationship...

    The gamification of customer service environments includes providing elements found in games like rewards and bonus points to customer service representatives as a method of feedback for a job well done. [46] Gamification tools can motivate agents by tapping into their desire for rewards, recognition, achievements, and competition. [47]

  8. Education - Wikipedia

    en.wikipedia.org/wiki/Education

    Education beyond the secondary level may fall under the category of post-secondary non-tertiary education, which is akin to secondary education in complexity but places greater emphasis on vocational training to ready students for the workforce. [43] Students in a laboratory at Saint Petersburg State Polytechnical University, Russia

  9. Science, technology, engineering, and mathematics - Wikipedia

    en.wikipedia.org/wiki/Science,_technology...

    A high school student explains her engineering project to a judge in Sacramento, California, in 2015.. Science, technology, engineering, and mathematics (STEM) is an umbrella term used to group together the distinct but related technical disciplines of science, technology, engineering, and mathematics.