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  2. Free play - Wikipedia

    en.wikipedia.org/wiki/Free_play_(psychology)

    Beyond physical development, free play significantly enhances cognitive development. It fosters creativity by allowing children to explore different possibilities, experiment with ideas, and develop their own solutions to playful challenges. [2] [6] Problem-solving skills are honed as children encounter obstacles and devise strategies to ...

  3. 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 ]

  4. Digital pedagogy - Wikipedia

    en.wikipedia.org/wiki/Digital_pedagogy

    Digital pedagogy is the part of pedagogy that studies the design, implementation and evaluation of educational situations comprising a significant component of digital technologies, as well as the necessary conditions for their implementation – synchronous and asynchronous interactions in virtual and mixed learning environments, learning ...

  5. Computer-supported collaborative learning - Wikipedia

    en.wikipedia.org/wiki/Computer-supported...

    Computer-supported collaborative learning (CSCL) is a pedagogical approach wherein learning takes place via social interaction using a computer or through the Internet. This kind of learning is characterized by the sharing and construction of knowledge among participants using technology as their primary means of communication or as a common resource. [1]

  6. Technology integration - Wikipedia

    en.wikipedia.org/wiki/Technology_integration

    Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. [1]

  7. Augmented learning - Wikipedia

    en.wikipedia.org/wiki/Augmented_learning

    Augmented learning for scientific purposes outside the classroom is widespread and accessible in the modern day. [15] Furthermore, augmented learning research is mostly centered around how it affects the scientific field. Papers published between 2013 and 2018, the most common topics examined were mobile and e-learning environments.

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