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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 ]
Game designers Amy Jo Kim and Jane McGonigal have suggested that platforms which leverage the powerful qualities of video games in non-game contexts can maximize learning. [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 ...
In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.
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 ...
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).
Learning Through Transmedia Storytelling (January, 2014) with Marc Ramos [16] Gronstedt wrote two chapters in The Handbook of Strategic Public Relations and Integrated Marketing Communications , Second Edition, [ 17 ] and one chapter in Karl Kapp's The Gamification of Learning and Instruction Fieldbook: Ideas into Practice .
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 ]
Katie Salen promotes games as a learning tool for the 21st century. She helped design and launch Quest to Learn [11] where learning takes place by playing and exploring games. The curriculum is organized around the idea that "digital games are central to the lives of today's children and also increasingly, as their speed and capabilities grow ...