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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. Play therapy - Wikipedia

    en.wikipedia.org/wiki/Play_therapy

    Playfulness by Paul Manship, 1912–1914. Play therapy is an evidence based approach for children that allows them to find ways to learn, process their emotions, and make meaning of the world around them. Play therapy can be used for several reasons including trauma, autism, behavior, attachment, and language.

  4. Flow (psychology) - Wikipedia

    en.wikipedia.org/wiki/Flow_(psychology)

    Flow in positive psychology, also known colloquially as being in the zone or locked in, is the mental state in which a person performing some activity is fully immersed in a feeling of energized focus, full involvement, and enjoyment in the process of the activity. In essence, flow is characterized by the complete absorption in what one does ...

  5. Massive open online course - Wikipedia

    en.wikipedia.org/wiki/Massive_open_online_course

    A massive open online course (MOOC / muːk /) or an open online course is an online course aimed at unlimited participation and open access via the Web. [1] In addition to traditional course materials, such as filmed lectures, readings, and problem sets, many MOOCs provide interactive courses with user forums or social media discussions to ...

  6. Sport psychology - Wikipedia

    en.wikipedia.org/wiki/Sport_psychology

    Sport psychology is defined as the study of the psychological basis, processes, and effects of sport. [1] Sport is defined as any physical activity where the individuals engage for competition and health. [2] Sport psychology is recognized as an interdisciplinary science that draws on knowledge from many related fields including biomechanics ...

  7. Fishbowl (conversation) - Wikipedia

    en.wikipedia.org/wiki/Fishbowl_(conversation)

    Fishbowl (conversation) The arrangement of chairs in a fish bowl session. Four concentric rings of chairs surround a smaller group of five chairs. An arrow indicates how any member of the audience may enter the middle section. A fishbowl conversation is a form of dialogue that can be used when discussing topics within large groups.

  8. Learning through play - Wikipedia

    en.wikipedia.org/wiki/Learning_through_play

    Learning through play. Learning through play is a term used in education and psychology to describe how a child can learn to make sense of the world around them. Through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments.

  9. Social simulation - Wikipedia

    en.wikipedia.org/wiki/Social_simulation

    Social simulation is a research field that applies computational methods to study issues in the social sciences.The issues explored include problems in computational law, psychology, [1] organizational behavior, [2] sociology, political science, economics, anthropology, geography, engineering, [2] archaeology and linguistics (Takahashi, Sallach & Rouchier 2007).