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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    Gamification in education has also raised concerns over inequity in the classroom. A lack of access to technology, students who do not like gaming, and students in large schools where the teachers do not know each student on an individual level may affect any educational benefit to come from gamification, and gamification may not be appropriate ...

  3. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    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 ...

  4. Educational video game - Wikipedia

    en.wikipedia.org/wiki/Educational_video_game

    A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).

  5. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    The goal is to survive to the best of their abilities. The game is complicated and difficult, just as it would be to live a real life. Regarding a more traditional approach to education, The Sims has been used as a platform for students to learn a language and explore world history while developing skills such as reading, math, logic and ...

  6. Augmented learning - Wikipedia

    en.wikipedia.org/wiki/Augmented_learning

    Outside of the classroom, augmented learning is important for informal STEM (Science, Technology, Engineering and Math) education. This form of education can be seen within museums, science centers, and anywhere outside the classroom. With widespread use of smart devices, augmented reality is feasible to incorporate into every person's education.

  7. Electronic assessment - Wikipedia

    en.wikipedia.org/wiki/Electronic_assessment

    Gamification is one type of digital assessment tool that can engage students in a different way whilst gathering data that teachers can use to gain insight. In summative assessment, which could be described as 'assessment of learning', exam boards and awarding organisations delivering high-stakes exams often find the journey from paper-based ...

  8. Library instruction - Wikipedia

    en.wikipedia.org/wiki/Library_instruction

    Library instruction is evolving to adapt to the changing concepts of information use and understanding. Model programs, in order to be meaningful and effective, should respond to the changing information environment. New methods of library instruction, such as the Cephalonian method, reflect changes in instructional technology and education theory.

  9. Flipped classroom - Wikipedia

    en.wikipedia.org/wiki/Flipped_classroom

    Flipped classroom teaching at Clintondale High School in Michigan, United States. A flipped classroom is an instructional strategy and a type of blended learning.It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. [1]