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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 ]
Early gamification strategies use rewards for players who accomplish desired tasks or competition to engage players. Types of rewards include points, [ 33 ] achievement badges or levels, [ 34 ] the filling of a progress bar, [ 35 ] or providing the user with virtual currency. [ 34 ]
Although the term 'gamification' was coined by the founder of Bunchball, Rajat Paharia, Gabe Zichermann is known as one of the concept's most vocal advocates. [14] [15] Zichermann reports that he gravitated towards using game mechanics professionally with games like Where in the World is Carmen Sandiego? and Civilization.
Prezi is a Hungarian video and visual communications software company founded in 2009 in Hungary, with offices in San Francisco, Budapest and Riga as of 2020. [1] According to Prezi, in 2021, the software company has more than 100 million users worldwide [2] who have created approximately 400 million presentations.
A stick figure animation made using Microsoft PowerPoint 2016. Microsoft PowerPoint animation is a form of animation which uses Microsoft PowerPoint and similar programs to create a game or movie. The artwork is generally created using PowerPoint's AutoShape features, and then animated slide-by-slide or by using Custom Animation.
Habitica is a self-improvement web application that uses game mechanics to assist users in structuring their behavior. [8] [9]The game is laid out in the form of a RPG in which the player collects items, such as gold and armor, and gains levels to become more powerful.
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