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But that question is overly simplistic. The National Research Council's report on laboratory activities and simulations [4] makes clear that the design and not merely the medium of a physical or virtual learning activity determines its efficacy. Digital games are a medium with certain affordances and constraints, just as physical labs and ...
The gamification of learning is an approach which recently has evolved, in coordination with technological developments, to include much larger scales for gameplay, new tools, and new ways to connect people. [45] The term gamification, coined in 2002, is not a one-dimensional reward system.
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 ...
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A collection of research on gamification shows that a majority of studies on gamification find it has positive effects on individuals. [29] [5] However, individual and contextual differences exist. [30] Gamification can be achieved using different game mechanics and elements which can be linked to 8 core drives when using the Octalysis ...
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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).
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