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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    For example, many teachers set up reward programs in their classrooms which allow students to earn free time, school supplies or treats for finishing homework or following classroom rules. [4] Teaching machines with gamification features were developed by cyberneticist Gordon Pask from 1956 onwards, after he was granted a patent for an ...

  3. 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).

  4. 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 ...

  5. Teacher Shares Genius Way She's Helped Her ... - AOL

    www.aol.com/teacher-shares-genius-way-shes...

    A kindergarten teacher is going viral for implementing a longstanding classroom management tool — with a twist. "I didn't come up with the idea myself, but teachers have been sharing resources ...

  6. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification is the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles in non-game contexts. The goal is to increase user engagement , motivation , competition and participation through the use of game mechanics such as points , badges , leaderboards and rewards .

  7. Jigsaw (teaching technique) - Wikipedia

    en.wikipedia.org/wiki/Jigsaw_(teaching_technique)

    The study of sixth graders was confounded by the fact that the Jigsaw class had two teachers whereas the control class had only one teacher. [12] Study 2 assessed 11 Jigsaw classes and 11 matched control classes. Jigsaw teachers were well trained and repeatedly met during the eight-week experiment. The analysis focused on 264 ethnic Norwegian ...

  8. Online school - Wikipedia

    en.wikipedia.org/wiki/Online_school

    To engage virtual students even further, a process known as gamification can be used to teach a student learning material in a form of a game to bring more enjoyment in a student's learning experience. [9] Secondlife, an online virtual world, is a type of gamification system that is used for online educational purposes. [10]

  9. Technology integration - Wikipedia

    en.wikipedia.org/wiki/Technology_integration

    Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. [1]

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