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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] Gamification, broadly defined, is the process of ...

  3. Competition-based learning - Wikipedia

    en.wikipedia.org/wiki/Competition-based_learning

    Competition-based learning (CBL) is a student-centered pedagogy that combines Project-based learning and competitions. [1] This can sometimes be referred to as game-based learning as well, which is different than gamification. [citation needed] CBL also utilizes Team-based learning (or Active Collaborative Learning, ACL) and Problem-based ...

  4. 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 ...

  5. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification techniques are intended to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. [28] Early gamification strategies use rewards for players who accomplish desired tasks or ...

  6. Problem-based learning - Wikipedia

    en.wikipedia.org/wiki/Problem-based_learning

    A PBL group at Sydney Dental Hospital. Problem-based learning (PBL) is a teaching method in which students learn about a subject through the experience of solving an open-ended problem found in trigger material. The PBL process does not focus on problem solving with a defined solution, but it allows for the development of other desirable skills ...

  7. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating thinking, social ...

  8. Learning - Wikipedia

    en.wikipedia.org/wiki/Learning

    e. Learning is the process of acquiring new understanding, knowledge, behaviors, skills, values, attitudes, and preferences. [1] The ability to learn is possessed by humans, non-human animals, and some machines; there is also evidence for some kind of learning in certain plants. [2] Some learning is immediate, induced by a single event (e.g ...

  9. Game studies - Wikipedia

    en.wikipedia.org/wiki/Game_studies

    Game studies. Game studies, also known as ludology (from ludus, "game", and -logia, "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least ...