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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    These examples involve the use of game elements such as points, badges and leaderboards to motivate behavioural changes and track those changes in online platforms. The gamification of learning is related to these popular initiatives, but specifically focuses on the use of game elements to facilitate student engagement and motivation to learn.

  3. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification is the attempt to enhance systems, services, organizations, and activities by simulating experiences similar to those experienced when playing games in order to motivate and engage users. [1] This is generally accomplished through the application of game design elements and game principles (dynamics and mechanics) in non-game contexts.

  4. 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).

  5. Category:Gamification - Wikipedia

    en.wikipedia.org/wiki/Category:Gamification

    Main page; Contents; Current events; Random article; About Wikipedia; Contact us

  6. Prezi - Wikipedia

    en.wikipedia.org/wiki/Prezi

    Prezi is a Hungarian video and visual communications software company founded in 2009 in Hungary, with offices in San Francisco, Budapest and Riga as of 2020. [1] According to Prezi, in 2021, the software company has more than 100 million users worldwide [2] who have created approximately 400 million presentations.

  7. Zeigarnik effect - Wikipedia

    en.wikipedia.org/wiki/Zeigarnik_effect

    Usually, it is implemented as user interactions gamification. Examples include: Progress trackers which inform users of how close they are to complete a task. For example, when users see a message like "Your profile is 64% complete", they are more likely to spend a few minutes on providing all missing details.