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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    Gamification in education has also raised concerns over inequity in the classroom. A lack of access to technology, students who do not like gaming, and students in large schools where the teachers do not know each student on an individual level may affect any educational benefit to come from gamification, and gamification may not be appropriate ...

  3. 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 ...

  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. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user engagement." Another example can be seen in the American education system.

  6. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Integrating games into education has the potential to create new and more powerful ways to learn in schools, communities and workplaces. [1] Games and learning researchers study how the social and collaborative aspects of video gameplay can create new kinds of learning communities.

  7. Solve Education - Wikipedia

    en.wikipedia.org/wiki/Solve_Education

    Solve Education! (SE!) is a global technology non-profit organization founded in 2015 by Peng Tsin Ong and Janine Teo (Peihan). [ 1 ] [ 2 ] Solve Education! is making education and employment accessible to children and youth who do not have access to school around the globe.

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  9. Gabe Zichermann - Wikipedia

    en.wikipedia.org/wiki/Gabe_Zichermann

    In 2011, Zichermann co-wrote Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps with Christopher Cunningham. The book has been described as a quick read, introducing the concept of gamification and discussing how businesses could implement gamification to keep their customers engaged. [29]