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Gamification, broadly defined, is the process of defining the elements which comprise games, make those games fun, and motivate players to continue playing, then using those same elements in a non-game context to influence behavior. [4] In other words, gamification is the introduction of game elements into a traditionally non-game situation.
The current theoretical understanding of disruptive innovation is different from what might be expected by default, an idea that Clayton M. Christensen called the "technology mudslide hypothesis". This is the simplistic idea that an established firm fails because it doesn't "keep up technologically" with other firms.
Jean-Marie Dru was the first to employ the word in the business world. As importantly, it was also the first time that the word was given a positive meaning. Since then, the word was progressively adopted by the business community and has featured in countless press articles in publications such as Forbes, [6] Fast Company, [7] and AdAge. [8]
Europe – Learning Resource Exchange for schools (LRE) is a service launched by European Schoolnet in 2004 enabling educators to find multilingual open educational resources from many different countries and providers. Currently, more than 200,000 learning resources are searchable in one portal based on language, subject, resource type and age ...
The following five strategies make problem-based learning more effective: The learning activities should be related to a larger task. The larger task is important because it allows students to see that the activities can be applied to many aspects of life and, as a result, students are more likely to find the activities they are doing useful. [6]
Rote learning is memorizing information so that it can be recalled by the learner exactly the way it was read or heard. The major technique used for rote learning is learning by repetition, based on the idea that a learner can recall the material exactly (but not its meaning) if the information is repeatedly processed. Rote learning is used in ...
Learning space or learning setting refers to a physical setting for a learning environment, a place in which teaching and learning occur. [30] The term is commonly used as a more definitive alternative to " classroom ", [ 31 ] but it may also refer to an indoor or outdoor location, either actual or virtual.
Learning space or learning setting refers to a physical setting for a learning environment, a place in which teaching and learning occur. [1] The term is commonly used as a more definitive alternative to " classroom ," [ 2 ] but it may also refer to an indoor or outdoor location, either actual or virtual.