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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 ]
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 ...
He is not just writing books on Mathematics, but trying to make Mathematics a fun subject for the general public, and school children. He has also authored books in various literary genres such as Short Story, Poetry, Drama, Biography and Technology many of which are regarded as reference texts in the concerned subject areas.
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 ...
Some of the more well-known topics in recreational mathematics are Rubik's Cubes, magic squares, fractals, logic puzzles and mathematical chess problems, but this area of mathematics includes the aesthetics and culture of mathematics, peculiar or amusing stories and coincidences about mathematics, and the personal lives of mathematicians.
The School Mathematics Project arose in the United Kingdom as part of the new mathematics educational movement of the 1960s. [1] It is a developer of mathematics textbooks for secondary schools , formerly based in Southampton in the UK.
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.
The Mathematics of Magic is the first edition of the authors' Harold Shea series to include every one of their contributions to it in one volume. Contributions to the series of other authors from the collections of the 1990s are omitted. The collection was edited by Mark L. Olson and first published in hardcover by NESFA Press in February, 2007 ...