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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 ]
Quizlet is a multi-national American company that provides tools for studying and learning. [1] Quizlet was founded in October 2005 by Andrew Sutherland, who at the time was a 15-year old student, [ 2 ] and released to the public in January 2007. [ 3 ]
Drops is a language learning app that was created in Estonia by Daniel Farkas and Mark Szulyovszky in 2015. [1] It is the second product from the company, after their first app, LearnInvisible, had issues in retaining a user's engagement over the required time period. [2]
Kahoot! is a Norwegian online game-based learning platform. [3] It has learning games, also known as "kahoots", which are user-generated multiple-choice quizzes that can be accessed via a web browser or the Kahoot! app. [ 4 ] [ 5 ]
Discover the best free online games at AOL.com - Play board, card, casino, puzzle and many more online games while chatting with others in real-time.
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 ...
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