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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 ]
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 ...
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...
Badgeville, Inc. was a privately held technology company founded in 2010 with headquarters in Redwood City, California, and an additional office in New York.The firm provided software as a service (SaaS) for web sites to measure and influence user behaviour using techniques such as gamification.
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.
Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user ...
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