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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The role of a gamified learning environment may be structured to provide an overarching narrative which functions as a context for all the learning activities. For example, a narrative might involve an impending zombie attack which can be fended off or a murder mystery which can be solved, ultimately, through the process of learning. Learning ...

  3. Student teams-achievement divisions - Wikipedia

    en.wikipedia.org/wiki/Student_teams-achievement...

    Student teams-achievement divisions (STAD) is a Cooperative learning strategy in which small groups of learners with different levels of ability work together to accomplish a shared learning goal. [1] It was devised by Robert Slavin and his associates at Johns Hopkins University.

  4. Behavioral change support system - Wikipedia

    en.wikipedia.org/wiki/Behavioral_change_support...

    A systematic review of the application of game elements to behavioural change in domestic energy consumption can be found in Johnson et al. (2017) [27] An example from the Industry 4.0 domain is SATISFACTORY, [28] which proposes a gamified social collaboration platform that is integrated into the shop-floor of industries to improve productivity ...

  5. 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 ...

  6. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Examples of such systems used primarily to fulfill users' intrinsic motivations, include online gaming, virtual worlds, online shopping, learning/education, online dating, digital music repositories, social networking, online pornography, and so on. Such systems are excellent candidates for further 'gamification' in their design.

  7. Flipped classroom - Wikipedia

    en.wikipedia.org/wiki/Flipped_classroom

    Flipped classroom teaching at Clintondale High School in Michigan, United States. A flipped classroom is an instructional strategy and a type of blended learning.It aims to increase student engagement and learning by having pupils complete readings at home, and work on live problem-solving during class time. [1]

  8. Generation Alpha ends as 2025 kicks off Generation Beta - AOL

    www.aol.com/news/generation-alpha-why-talking...

    To learn more about Gen Alpha, "Good Morning America" spoke to subject experts Heather Dretsch, who is an assistant professor of marketing at North Carolina State University, and Kathy Sheehan ...

  9. 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).

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