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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. [4] In other words, gamification is the introduction of game elements into a traditionally non-game situation.

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

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

    Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam.When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games.

  4. Blackboard Learn - Wikipedia

    en.wikipedia.org/wiki/Blackboard_Learn

    The software features course management, customizable open architecture, and scalable design that allows integration with student information systems and authentication protocols. It may be installed on local servers, hosted by Blackboard ASP Solutions, or provided as Software as a Service hosted on Amazon Web Services. Its main purposes are ...

  5. 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).

  6. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Identification with the character within the video game is an important factor in the learning potential of the gamer. Some of the electronic games allow the gamer to create an avatar that is designed and “owned” by the gamer. This character is an expression of the human creating the virtual character. [13]

  7. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification has also been used in customer loyalty programs. In 2010, Starbucks gave custom Foursquare badges to people who checked in at multiple locations, and offered discounts to people who checked in most frequently at an individual store. [63] As a general rule Gamification Marketing or Game Marketing usually falls under four primary ...

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