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These examples involve the use of game elements such as points, badges and leaderboards to motivate behavioural changes and track those changes in online platforms. The gamification of learning is related to these popular initiatives, but specifically focuses on the use of game elements to facilitate student engagement and motivation to learn.
Digital badges can also be used as competency-based signifier of achievement, which is in contrast to traditional educational models that stress time-based quantification of education goals. [44] Digital badges also have the ability to be more nimble than school curriculum that take time to create, change, and evolve.
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 ...
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 engagement." Another example can be seen in the American education system.
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).
Gamification is one type of digital assessment tool that can engage students in a different way whilst gathering data that teachers can use to gain insight. In summative assessment, which could be described as 'assessment of learning', exam boards and awarding organisations delivering high-stakes exams often find the journey from paper-based ...
The Wikimedia Foundation supports educational initiatives that encourage the use of Wikipedia and other Wikimedia projects in classrooms and beyond. [4] According to a number of researchers, Wikipedia-based education offers unique learning benefits, including the development of digital literacy, critical thinking, and collaboration skills.
Examples of BCSS applied in eHealth domains include CAREGIVERSPRO-MMD, [11] which is a community-based intervention to support people living with dementia and their caregivers using game elements to engage users in non-pharmacological interventions; iLift, [12] which trains nurses in lifting and transfer techniques to prevent lower-back ...