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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. Growth Engineering - Wikipedia

    en.wikipedia.org/wiki/Growth_Engineering

    The product focused on using gamification to engage learners. [ 9 ] [ 10 ] In 2016 Growth Engineering was listed on the Mishcon Leap 100. [ 11 ] In 2015 Growth Engineering was named as the best LMS provider by e-Learning 24/7, [ 12 ] and in 2016 they were named as the number one NextGen LMS and the best LMS for gamification by Learning 24/7.

  4. 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 ...

  5. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification can be defined as the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles, such as dynamics and mechanics, in non-game contexts with the aim of motivating and engaging users. [1] [2] [3] This concept is closely related to the field of persuasion.

  6. Severin Hacker - Wikipedia

    en.wikipedia.org/wiki/Severin_Hacker

    Through Duolingo, Hacker wants users to have the option to increase their 'stay-tuned quota' which involves adjusting the learning time and difficulty of the course. Another idea derived from Hacker's philosophy was to apply gamification to Duolingo. This was to apply game elements and principles instead of classroom learning tools to the ...

  7. Night Zookeeper - Wikipedia

    en.wikipedia.org/wiki/Night_Zookeeper

    Night Zookeeper is a company founded and based in London that develops products designed to improve children's reading and writing skills, including an online learning program, teaching resources, book series, and 10-episode TV mini-series. The brand was founded in 2012 by Joshua Davidson and Paul Hutson.

  8. Remember Me (software) - Wikipedia

    en.wikipedia.org/wiki/Remember_Me_(software)

    [1] [2] [3] It utilizes gamification, flashcards and spaced repetition algorithms to optimize learning and retention. [2] [3] The application is available on Android, iOS, and as a web application. [2] [3] The development of Remember Me was driven by the need for a tool to learn Bible scriptures in an engaging and sustainable way.

  9. Anders Gronstedt - Wikipedia

    en.wikipedia.org/wiki/Anders_Gronstedt

    Learning Through Transmedia Storytelling (January, 2014) with Marc Ramos [16] Gronstedt wrote two chapters in The Handbook of Strategic Public Relations and Integrated Marketing Communications , Second Edition, [ 17 ] and one chapter in Karl Kapp's The Gamification of Learning and Instruction Fieldbook: Ideas into Practice .