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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an approach which recently has evolved, in coordination with technological developments, to include much larger scales for gameplay, new tools, and new ways to connect people. [45] The term gamification, coined in 2002, is not a one-dimensional reward system.

  3. Growth Engineering - Wikipedia

    en.wikipedia.org/wiki/Growth_Engineering

    The product focused on using gamification to engage learners. [ 9 ] [ 10 ] In 2016 Growth Engineering was listed on the Mishcon Leap 100. [ 11 ] In 2015 Growth Engineering was named as the best LMS provider by e-Learning 24/7, [ 12 ] and in 2016 they were named as the number one NextGen LMS and the best LMS for gamification by Learning 24/7.

  4. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    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 engagement." Another example can be seen in the American education system.

  5. Technology integration - Wikipedia

    en.wikipedia.org/wiki/Technology_integration

    Standard education curricula with an integration of technology can provide tools for advanced learning among a broad range of topics. Integration of information and communication technology is often closely monitored and evaluated due to the current climate of accountability, outcome-based education, and standardization in assessment.

  6. DreamBox Learning - Wikipedia

    en.wikipedia.org/wiki/DreamBox_Learning

    DreamBox Learning is partnered with the education startup Clever Inc. [24] In 2016, The Center for Education Policy Research at Harvard University performed a study that found a positive correlation between using DreamBox's adaptive learning and test scores, but could not state for certain that this was the result of using the computer program ...

  7. Educational software - Wikipedia

    en.wikipedia.org/wiki/Educational_software

    The arrival of the personal computer, with the Altair 8800 in 1975, changed the field of software in general, with specific implications for educational software. Whereas users prior to 1975 were dependent upon university or government owned mainframe computers with timesharing, users after this shift could create and use software for computers in homes and schools, computers available for ...

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