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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 ]
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).
Mobile learning can be used to diversify the types of learning activities students partake in (or a blended learning approach). Mobile learning supports the learning process rather than being integral to it. Mobile learning can be a useful add-on tool for students with special needs.
Instructional scaffolding is the support given to a student by an instructor throughout the learning process. This support is specifically tailored to each student; this instructional approach allows students to experience student-centered learning, which tends to facilitate more efficient learning than teacher-centered learning.
Educators have to be deliberate in the teaching and learning process in the classroom (e.g.,Preparing class learning profiles for each student). This will enable grouping by interest. Those students that have challenges will be given special assistance. This will enable specific multimedia to meet the needs of all students.
A study by Strickland et al. (2007) found that children with autism could successfully use virtual worlds to learn skills in fire and street safety, and could apply those skills to real-life situations. [25] One method to facilitate learning experience of autistic students is using virtual reality head-mounted displays (HMDs).
Jakobsen and Knetemann (2017) further add that team-based learning allows students to take a much deeper look at course content and serve to hold their attention better than traditional methods. [7] Its implementation in education can also be important for developing skills and abilities that are useful for businesses, organizations, careers ...
Challenge-based learning (CBL) is a framework for learning while solving real-world Challenges.The framework is collaborative and hands-on, asking all participants (students, teachers, families, and community members) to identify Big Ideas, ask good questions, discover and solve Challenges, gain in-depth subject area knowledge, develop 21st-century skills, and share their thoughts with the world.
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