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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    A system of game elements which operates in the classroom is explicit, and consciously experienced by the students in the classroom. There is no hidden agenda by which teachers attempt to coerce or trick students into doing something. Students still make autonomous choices to participate in learning activities.

  3. Student teams-achievement divisions - Wikipedia

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

    It is the most appropriate for teaching well defined objectives by incorporating more open-ended assessments, such as essays or performance. [4] In STAD, students are assigned to four orfive5-member heterogeneous groups. Once these assignments are made, a four-step cycle is initiated: (i) teach, (ii) team study, (iii) test and (iv) recognition.

  4. Mastery learning - Wikipedia

    en.wikipedia.org/wiki/Mastery_learning

    The motivation for mastery learning comes from trying to reduce achievement gaps for students in average school classrooms. During the 1960s John B. Carroll and Benjamin S. Bloom pointed out that, if students are normally distributed with respect to aptitude for a subject and if they are provided uniform instruction (in terms of quality and learning time), then achievement level at completion ...

  5. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    In gaming, game designers create digital environments and game levels that shape, facilitate and even teach problem solving. [2] Games also teach students that failure is inevitable, but not irrevocable. In school, failure is a big deal. In games, players can just start over from the last save.

  6. Teaching method - Wikipedia

    en.wikipedia.org/wiki/Teaching_method

    Classroom Action Research is a method of finding out what works best in your own classroom so that you can improve student learning. We know a great deal about good teaching in general (e.g. McKeachie, 1999; Chickering and Gamson, 1987; Weimer, 1996), but every teaching situation is unique in terms of content, level, student skills, and ...

  7. 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 ...

  8. 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).

  9. Simulations and games in economics education - Wikipedia

    en.wikipedia.org/wiki/Simulations_and_games_in...

    A simulation game is "a game that contains a mixture of skill, chance, and strategy to simulate an aspect of reality, such as a stock exchange".Similarly, Finnish author Virpi Ruohomäki states that "a simulation game combines the features of a game (competition, cooperation, rules, participants, roles) with those of a simulation (incorporation of critical features of reality).