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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. [44] 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 ...
] In recent years, online discussion platform have become a significant part of not only distance education but also in campus-based settings. [6] The proposed interactive e-learning community (iELC) is a platform that engages physics students in online and classroom learning tasks.
Solve Education! (SE!) is a global technology non-profit organization founded in 2015 by Peng Tsin Ong and Janine Teo (Peihan). [ 1 ] [ 2 ] Solve Education! is making education and employment accessible to children and youth who do not have access to school around the globe.
Khan Academy is an American non-profit [3] educational organization created in 2006 by Sal Khan. [1] Its goal is to create a set of online tools that help educate students. [4] ...
Open edX platform is the open-source platform software developed by edX and made freely available to other institutions of higher learning that want to make similar offerings. On June 1, 2013, edX open sourced its entire platform. [40] The source code can be found on GitHub.
Discover the best free online games at AOL.com - Play board, card, casino, puzzle and many more online games while chatting with others in real-time.
DreamBox Learning is partnered with the education startup Clever Inc. [24] In 2016, The Center for Education Policy Research at Harvard University performed a study that found a positive correlation between using DreamBox's adaptive learning and test scores, but could not state for certain that this was the result of using the computer program ...
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