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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The dynamic combination of intrinsic and extrinsic motivators is a powerful force [22] which, if educational contexts can adapt from video games, may increase student motivation, and student learning. Some of the potential benefits of successful gamification initiatives in the classroom include: giving students ownership of their learning [28]

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

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

    Video games can be used as tools to challenge players, when they are successful. They motivate players to persevere and simultaneously teach players how to play the game. These games give a glimpse into how one might create new and more powerful ways to learn in schools, communities, and workplaces. Gee began his work in video games by ...

  4. Small group learning - Wikipedia

    en.wikipedia.org/wiki/Small_group_learning

    This is seen as a powerful learning method for students of all ages and linked to the active learning research showing increased student motivation and attainment. In a recent meta analysis of group learning studies based on 49 independent samples, from 37 studies encompassing 116 separate findings, students who learned in small groups ...

  5. 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).

  6. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    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 ...

  7. Experiential education - Wikipedia

    en.wikipedia.org/wiki/Experiential_education

    Experiential education can involve various tools like field work, policy and civic activity, and entrepreneurship outside of the classroom along with games, simulations, and role plays. In these activities, students may establish group goals, practice decision-making skills, and develop leadership skills, which can also enhance student ...

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    Get AOL Mail for FREE! Manage your email like never before with travel, photo & document views. Personalize your inbox with themes & tabs. You've Got Mail!

  9. BaFa' BaFa' - Wikipedia

    en.wikipedia.org/wiki/BaFa'_BaFa'

    Logo. BaFá BaFá is a face-to-face learning simulation (game), invented by Dr. R. Garry Shirts in 1974, [1] [2] [3] who also invented StarPower, and is published by Simulation Training Systems, Inc.