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  2. 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]

  3. Google Classroom - Wikipedia

    en.wikipedia.org/wiki/Google_Classroom

    Google Classroom is a free blended learning platform developed by Google for educational institutions that aims to simplify creating, distributing, and grading assignments. The primary purpose of Google Classroom is to streamline the process of sharing files between teachers and students. [ 4 ]

  4. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification has been applied to almost every aspect of life. 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 ...

  5. Instructional design - Wikipedia

    en.wikipedia.org/wiki/Instructional_design

    Instructional design (ID), also known as instructional systems design and originally known as instructional systems development (ISD), is the practice of systematically designing, developing and delivering instructional materials and experiences, both digital and physical, in a consistent and reliable fashion toward an efficient, effective, appealing, engaging and inspiring acquisition of ...

  6. Electronic assessment - Wikipedia

    en.wikipedia.org/wiki/Electronic_assessment

    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 ...

  7. Online school - Wikipedia

    en.wikipedia.org/wiki/Online_school

    To engage virtual students even further, a process known as gamification can be used to teach a student learning material in a form of a game to bring more enjoyment in a student's learning experience. [9] Secondlife, an online virtual world, is a type of gamification system that is used for online educational purposes. [10]

  8. 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]

  9. Jigsaw (teaching technique) - Wikipedia

    en.wikipedia.org/wiki/Jigsaw_(teaching_technique)

    Students in jigsaw classrooms ("jigsaws") showed a decrease in prejudice and stereotyping, liked in-group and out-group members more, showed higher levels of self-esteem, performed better on standardized exams, liked school more, reduced absenteeism, and mixed with students of other races in areas other than the classroom compared to students in traditional classrooms ("trads").