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  2. Fish! Philosophy - Wikipedia

    en.wikipedia.org/wiki/Fish!_Philosophy

    In April 2000, the Ford Motor Company decided to incorporate the Fish Philosophy in their training programs. This decision came about as a result of the lack of motivation in a certain division of the company. [13] Sprint call center in Lenexa, KS, used Play to make the job more fun.

  3. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification techniques are intended to leverage people's evolved desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. [32]

  4. Image credits: Klutzy-Ad-6705 #4. Living what I thought was a great existence. Happily settled, steady jobs, good friends. Savings. Decent cars. Wonderful son, and another on the way.

  5. 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 ...

  6. Conversation games - Wikipedia

    en.wikipedia.org/wiki/Conversation_games

    The game-master asks the person to their right "truth or dare," followed by the player choosing either a truth or a dare. [3] Mafia (party game) A social deduction game played between 5 or more people in which participants are divided in two groups, the mafia and citizens. Players try to guess who are the mafia.

  7. 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 ]

  8. 70/20/10 model (learning and development) - Wikipedia

    en.wikipedia.org/wiki/70/20/10_Model_(Learning...

    The 70:20:10 model for learning and development (also written as 70-20-10 or 70/20/10) is a learning and development model that suggests a proportional breakdown of how people learn effectively. It is based on a survey conducted in 1996 asking nearly 200 executives to self-report how they believed they learned.

  9. Games for Change - Wikipedia

    en.wikipedia.org/wiki/Games_for_Change

    Games for Change was founded by Benjamin Stokes, Suzanne Seggerman, [2] and Barry Joseph in 2004. [3] The organization's first event was held in 2004 hosted by the New York Academy of Sciences and provided an opportunity for nonprofit organizations, foundations, and game developers to explore how digital games could be used to support impact causes.