Ads
related to: open source gamification platform for education services examples download
Search results
Results From The WOW.Com Content Network
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] [5] The name comes from the Japanese word for "memorization" . [6]
Cartopedia: The Ultimate World Reference Atlas; Celestia; Google Earth - (proprietary license); Gravit - a free (GPL) Newtonian gravity simulator; KGeography; KStars; NASA World Wind - free software (NASA open source)
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.
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.
The Open edX platform is the open-source software, originally developed by Piotr Mitros, [2] [3] whose development led to the creation of the edX organization. On June 1, 2013, edX open sourced the platform, naming it Open edX to distinguish it from the organization itself. [4] The source code can be found on GitHub.
However, nearly all software meeting the Free Software Definition also meets the Open Source Definition and vice versa. A small fraction of the software that meets either definition is listed here. Some of the open-source applications are also the basis of commercial products, shown in the List of commercial open-source applications and services.
Gamification can be defined as the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles, such as dynamics and mechanics, in non-game contexts with the aim of motivating and engaging users. [1] [2] [3] This concept is closely related to the field of persuasion.
Bunchball provides a cloud-based software as a service gamification product intended to help companies improve customer loyalty and online engagement using game mechanics. [1] Bunchball was founded by Rajat Paharia in 2005 and has raised $17.5 million in funding. [2] [3] [4] In 2018, Bunchball was acquired by BI Worldwide for an undisclosed ...
Ad
related to: open source gamification platform for education services examples download