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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. [44] The term gamification, coined in 2002, is not a one-dimensional reward system.
Gamification conferences have also retroactively incorporated simulation; e.g. Will Wright, designer of the 1989 video game SimCity, was the keynote speaker at the gamification conference Gsummit 2013. [133] In addition to companies that use the technique, a number of businesses created gamification platforms.
FameLeague (Fantasy Market League) is a gamification technology platform which drives fantasy stock market web applications for sports, people and show business. [1] Licensees can customize FameLeague to create their own fantasy market games.
Bunchball Nitro is a gamification platform which aims to motivate online user engagement. [15] It contains a set of game mechanics, including badges, team points, and leader boards for websites, social communities, mobile applications, and desktop and enterprise applications.
Anki (US: / ˈ ɑː ŋ k i /, UK: / ˈ æ ŋ k i /; Japanese:) is a free and open-source flashcard program. It uses techniques from cognitive science such as active recall testing and spaced repetition to aid the user in memorization. [4] [5] The name comes from the Japanese word for "memorization" . [6]
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