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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. Edusim - Wikipedia

    en.wikipedia.org/wiki/Edusim

    The goal of the Edusim project is to provide an example platform, and initial resources for demonstrating the use of lesson driven 3D virtual environments in the classroom or for training purposes using interactive surfaces and/or whiteboards as the hardware platform for the "immersive touch" 3D NUI direct manipulation of the 3D learning content.

  5. 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 ...

  6. List of educational software - Wikipedia

    en.wikipedia.org/wiki/List_of_educational_software

    JumpStart Games (previously Knowledge Adventure) Davidson & Associates (merged with Knowledge Adventure) SoftKey (acquired by Mattel, then Riverdeep) Brøderbund (acquired by Softkey) The Learning Company (acquired by SoftKey) Creative Wonders (acquired by the Learning Company) MECC (acquired by Softkey) Edmark (acquired by Riverdeep)

  7. Virtual world language learning - Wikipedia

    en.wikipedia.org/wiki/Virtual_world_language...

    Joe Miller, Linden Lab Vice President of Platform and Technology Development, claimed in 2009 that "Language learning is the most common education-based activity in Second Life". [2] Many mainstream language institutes and private language schools are now using 3D virtual environments to support language learning.

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