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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. 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. Human-based computation game - Wikipedia

    en.wikipedia.org/wiki/Human-based_computation_game

    Artigo [11] is a Web platform currently offering six artwork annotation games as well as an artwork search engine in English, French, and German. Three of Artigo's games, the ARTigo game, ARTigo Taboo , and TagATag , are variations [ 12 ] of Luis von Ahn 's ESP game (later Google Image Labeler ).

  6. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    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 ...

  7. Category:Educational video games - Wikipedia

    en.wikipedia.org/wiki/Category:Educational_video...

    Educational software, as the name implies, are a subset of educational games which attempt to teach the user using the game as a vehicle. Most of these types of games target young user from the ages of about three years to mid-teens; past the mid-teens, subjects become so complex (e.g. Calculus) that teaching via a game may be impractical.

  8. Educational software - Wikipedia

    en.wikipedia.org/wiki/Educational_software

    While teachers often choose to use educational software from other categories in their IT suites (e.g. reference works, children's software), a whole category of educational software has grown up specifically intended to assist classroom teaching. 'Wordshark', for example, was first released in the mid nineties with multi-sensory games to ...

  9. Snakes and ladders - Wikipedia

    en.wikipedia.org/wiki/Snakes_and_ladders

    The historic version had its roots in morality lessons, on which a player's progression up the board represented a life journey complicated by virtues (ladders) and vices (snakes). The game is also sold under other names, such as the morality themed Chutes and Ladders , which was published by the Milton Bradley Company starting in 1943.