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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. 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 ...

  4. 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).

  5. Flipped classroom - Wikipedia

    en.wikipedia.org/wiki/Flipped_classroom

    The ideal length for a video lesson is widely cited as eight to twelve minutes. [4] [5] Flipped classrooms also redefine in-class activities. In-class lessons accompanying flipped classroom may include activity learning or more traditional homework problems, among other practices, to engage students in the content.

  6. 150+ Creative Date Night Ideas To Spice up Your Love Life - AOL

    www.aol.com/150-creative-date-night-ideas...

    51. See a Professional Sports Game "Buy me some peanuts and Cracker Jacks." Pick your favorite team and go watch them in person. 52. Attend an Arts or Sports Event at a Local College

  7. Experiential education - Wikipedia

    en.wikipedia.org/wiki/Experiential_education

    John Dewey was the most famous proponent of hands-on learning or experiential education, [2] which was discussed in his book Experience and Education, published in 1938. It expressed his ideas about curriculum theory in the context of historical debates about school organization and the need to have experience as a fundamental aspect.

  8. Explorable explanation - Wikipedia

    en.wikipedia.org/wiki/Explorable_explanation

    Instead, learning content in educational video games is usually put in a non-interactive form such as text or voiceover; the educational game then usually has some schedule whereby the audience alternates between seeing the text and, separately, playing a game, usually a game with mechanics from a standard genre, such as a platformer.

  9. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification can be used for ideation (structured brainstorming to produce new ideas). A study at MIT Sloan found that ideation games helped participants generate more and better ideas, and compared it to gauging the influence of academic papers by the numbers of citations received in subsequent research. [68]

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