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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. 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. Video game controversies - Wikipedia

    en.wikipedia.org/wiki/Video_game_controversies

    There have been many debates on the social effects of video games on players and broader society, as well as debates within the video game industry.Since the early 2000s, advocates of video games have emphasized their use as an expressive medium, arguing for their protection under the laws governing freedom of speech and also as an educational tool.

  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. Video game–related health problems - Wikipedia

    en.wikipedia.org/wiki/Video_game–related_health...

    Studies have mainly reported health problems in children, mainly boys. Several specific names have been given to video-game related health problems, for example PlayStation thumb , Nintendinitis and acute Wiiitis ; however, the literature does not seem to support these as truly separate disease entities. [ 11 ]

  7. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. [29] [5] However, individual and contextual differences exist. [30] Gamification can be achieved using different game mechanics and elements which can be linked to 8 core drives when using the Octalysis ...

  8. Jane McGonigal - Wikipedia

    en.wikipedia.org/wiki/Jane_McGonigal

    Using current research from the positive psychology movement, McGonigal argues that games contribute to human happiness and motivation, a sense of meaning, and community development. The book was met with a favorable reception from The Los Angeles Times [ 20 ] and Wired [ 21 ] and mixed reviews from The Independent . [ 22 ]

  9. Psychological effects of Internet use - Wikipedia

    en.wikipedia.org/wiki/Psychological_effects_of...

    Research suggests that using the Internet helps boost brain power for middle-aged and older people [17] (research on younger people has not been done). The study compares brain activity when the subjects were reading and when the subjects were surfing the Internet. It found that Internet surfing uses much more brain activity than reading does.