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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 ]
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 ...
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).
The Clubhouse Network, often shortened to "The Clubhouse," is an American nonprofit organization that provides a free out-of-school learning program where children (ages 10–19) from lower-income communities can work with adult mentors to explore their own ideas, develop new skills, and build confidence in themselves through the use of technology. [2]
Academy With Community Partners, headquartered in Mesa, Arizona; Gateway Online Academy of Ohio, headquartered in Independence, Ohio; Michigan Online School, headquartered in Gobles, Michigan
Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user ...
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]
KinderCare Learning Centers, LLC [2] is an American operator of for-profit child care and early childhood education [3] facilities founded in 1969 and currently owned by KinderCare Education based in Portland, Oregon. [4] [5] The company provides educational programs for children from six weeks to 12 years old.