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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 ]

  3. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    The games and learning research world studies how new digital media tools shift the topic of education research from recalling and repeating information to being able to find it, evaluate it and use it compellingly at the right time and in the right context. Games and learning research explores how games and game communities can lead to 21st ...

  4. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification can be used for ideation (structured brainstorming to produce new ideas). A study at MIT Sloan found that ideation games helped participants generate more and better ideas, and compared it to gauging the influence of academic papers by the numbers of citations received in subsequent research. [68]

  5. 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 ...

  6. 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).

  7. Augmented learning - Wikipedia

    en.wikipedia.org/wiki/Augmented_learning

    The most common subject discussed within these papers is science education. This makes sense as the field of science is directly correlated with augmented learning methods, such as easy access to technology and virtual environments. [16] Scientific education is an especially easy to implement field for augmented learning.

  8. A standoff between BlackRock and the FDIC is dragging into ...

    www.aol.com/standoff-between-blackrock-fdic...

    The "passivity" agreement FDIC wants BlackRock to sign is designed to assure bank regulators that the giant money manager will remain a "passive" owner of an FDIC-supervised bank and won’t exert ...

  9. 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 ...