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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. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification as an educational and behavior modification tool reached the public sector by 2012, when the United States Department of Energy co-funded multiple research trials, [145] including consumer behavior studies, [146] adapting the format of Programmed learning into mobile microlearning to experiment with the impacts of gamification in ...

  4. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    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 ...

  5. Educational video game - Wikipedia

    en.wikipedia.org/wiki/Educational_video_game

    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).

  6. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    Active learning requires the learner to understand and use design grammars of the semiotic domain in which he/she is learning. Critical learning has occurred when the learner can engage with, reflect upon, critique, and change elements of the design. Design Principle: Learning about design principles and appreciating the design.

  7. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Within these learning principles Gee shows the reader the various ways in which games and learning are linked and how each principle supports learning through gaming. One example would be Learning Principle 6: "Psychosocial Moratorium" Principle, where Gee explains that in games, learners can take risks in a space where real-world consequences ...

  8. Flipped classroom - Wikipedia

    en.wikipedia.org/wiki/Flipped_classroom

    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]

  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").