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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 ]
The new challenges, learning potential, and consistent struggles of these games also make video games motivating and entertaining for the user. Gee takes a personal approach to explaining how the immersive, interactive world of a video game engages the player in ways that formal education may fall short.
[10] [11] Known as the gamification of learning, using game elements in non-game contexts extracts the properties of games from within the game context, and applies them to a learning context such as the classroom. Another positive aspect of video games is its conducive character towards the involvement of a person in other cultural activities.
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 can be defined as the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles, such as dynamics and mechanics, in non-game contexts with the aim of motivating and engaging users. [1] [2] [3] This concept is closely related to the field of persuasion.
The book also includes a Ruby on Rails coding tutorial to implement gamification in online forum design. [ 30 ] In 2013, Zichermann partnered with Joselin Linder again to co-author The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition . [ 31 ]
Weebly, a subsidiary of Block, Inc., is an American web hosting and web development company based in San Francisco, California. Founded in 2006 by David Rusenko, Chris Fanini , and Dan Veltri, the company offers WYSIWYG website creation services and hosting.
Flipped classroom teaching at Clintondale High School in Michigan, United States. A flipped classroom is an instructional strategy and a type of blended learning.It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. [1]