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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] Gamification, broadly defined, is the process of ...

  3. Problem-based learning - Wikipedia

    en.wikipedia.org/wiki/Problem-based_learning

    A PBL group at Sydney Dental Hospital. Problem-based learning (PBL) is a teaching method in which students learn about a subject through the experience of solving an open-ended problem found in trigger material. The PBL process does not focus on problem solving with a defined solution, but it allows for the development of other desirable skills ...

  4. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification techniques are intended to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. [28] Early gamification strategies use rewards for players who accomplish desired tasks or ...

  5. Nursing research - Wikipedia

    en.wikipedia.org/wiki/Nursing_research

    Nursing research. Nursing research is research that provides evidence used to support nursing practices. Nursing, as an evidence-based area of practice, has been developing since the time of Florence Nightingale to the present day, where many nurses now work as researchers based in universities as well as in the health care setting. [citation ...

  6. Integrative learning - Wikipedia

    en.wikipedia.org/wiki/Integrative_learning

    Integrative learning. Integrative learning is a learning theory describing a movement toward integrated lessons helping students make connections across curricula. This higher education concept is distinct from the elementary and high school "integrated curriculum" movement.

  7. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Games and learning. Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating ...

  8. Experiential education - Wikipedia

    en.wikipedia.org/wiki/Experiential_education

    Education by direct experience is a central part of clinical training such as surgery. Experiential education is a philosophy of education that describes the process that occurs between a teacher and student that infuses direct experience with the learning environment and content. This concept is distinct from experiential learning, however ...

  9. Adaptation model of nursing - Wikipedia

    en.wikipedia.org/wiki/Adaptation_model_of_nursing

    Roy's goal for nursing is "the promotion of adaptation in each of the four modes, thereby contributing to the person's health, quality of life and dying with dignity". [1] These four modes are physiological, self-concept, role function and interdependence. Roy employs a six-step nursing process: assessment of behaviour; assessment of stimuli ...