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

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

    The James Paul Gee Learning Games Awards were created in 2020 to apply Gee's theories to the identification and judging of learning game design. Gee's book is used in Kimon Keramidas' [9] argument explaining the learning processes of gamers. Some of the schema and elements that are used in game designing can be analogously used as "frameworks ...

  4. Gabe Zichermann - Wikipedia

    en.wikipedia.org/wiki/Gabe_Zichermann

    In 2011, Zichermann co-wrote Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps with Christopher Cunningham. The book has been described as a quick read, introducing the concept of gamification and discussing how businesses could implement gamification to keep their customers engaged. [ 29 ]

  5. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    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

  6. Bartle taxonomy of player types - Wikipedia

    en.wikipedia.org/wiki/Bartle_taxonomy_of_player...

    The Bartle taxonomy of player types is a classification of video game players based on a 1996 paper by Richard Bartle [1] according to their preferred actions within the game. The classification originally described players of multiplayer online games (including MUDs and MMORPGs ), though now it also refers to players of single-player video games .

  7. Workbook - Wikipedia

    en.wikipedia.org/wiki/Workbook

    [1] [2] [3] Workbooks are usually filled with practice problems, with empty space so that the answers can be written directly in the book. More recently, electronic workbooks have permitted interactive and customized learning. Such workbooks may be used on computers, laptops, PDAs, and may be web-based.

  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. Reader Rabbit - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit

    Reader Rabbit is an educational video game franchise created in 1984 by The Learning Company.The series is aimed at children from infancy to the age of nine. In 1998, a spiritual successor series called The ClueFinders was released for older students aged seven to twelve.