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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3]

  3. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification is the attempt to enhance systems, services, organizations, and activities by simulating experiences similar to those experienced when playing games in order to motivate and engage users. [1] This is generally accomplished through the application of game design elements and game principles (dynamics and mechanics) in non-game contexts.

  4. 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]

  5. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments.

  6. 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 ...

  7. E-learning (theory) - Wikipedia

    en.wikipedia.org/wiki/E-learning_(theory)

    In her five-stage model, individual access and the ability of students to use the technology are the first steps to involvement and achievement. The second step involves students creating an identity online and finding others with whom to interact; online socialization is a critical element of the e-learning process in this model.

  8. Simmons would have a significant impact on the Peach Bowl; he was the player who tackled Texas quarterback Quinn Ewers for a crucial third-quarter safety.

  9. Savivo - Wikipedia

    en.wikipedia.org/wiki/Savivo

    Savivo is a Danish e-learning company based in Copenhagen. The company was founded in 2006, and is known for their educational games , which has millions of users around the world. Savivo started out developing content for web browsers , and has since embraced smartphones and tablets running on Android and iOS .