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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. 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).

  4. 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 ...

  5. 37 of the Best Riddles for Teens (with Answers) - AOL

    www.aol.com/37-best-riddles-teens-answers...

    Have a fun family game night with these brain twisters! The post 37 of the Best Riddles for Teens (with Answers) appeared first on Reader's Digest.

  6. 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 ...

  7. Digital literacy - Wikipedia

    en.wikipedia.org/wiki/Digital_literacy

    The switch to online learning has brought about some concerns regarding learning effectiveness, exposure to cyber risks, and lack of socialization. These prompted the need to implement changes in how students can learn much-needed digital skills and develop digital literacy. [73]

  8. Jigsaw (teaching technique) - Wikipedia

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

    [1] [2] [3] A study by John Hattie found that the jigsaw method benefits students' learning. [4] The technique splits classes into mixed groups to work on small problems that the group collates into an outcome. [1] For example, an in-class assignment is divided into topics. Students are then split into groups with one member assigned to each topic.

  9. Dreyfus model of skill acquisition - Wikipedia

    en.wikipedia.org/wiki/Dreyfus_model_of_skill...

    For example, Cézanne expanded the possibilities for the painting of form and perspective, Stephen Curry altered the style of play in basketball by making the 3-point shot central rather than marginal, and B.B. King transformed the space of possibilities in music by harnessing the previously marginal capacity of the electric guitar to sustain ...