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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 ]
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).
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 ...
Adolescent literacy refers to the ability of adolescents to read and write. Adolescence is a period of rapid psychological and neurological development, during which children develop morally (truly understanding the consequences of their actions), cognitively (problem-solving, reasoning, remembering), and socially (responding to feelings, interacting, cooperating).
An LMS delivers and manages all types of content, including videos, courses, workshops, and documents. In the education and higher education markets, an LMS will include a variety of functionality that is similar to corporate but will have features such as rubrics, teacher and instructor-facilitated learning, a discussion board, and often the use of a syllabus.
For example, O'Donovan and Kirk suggest that young people's participation in sport can be compared to a Community of Practice related to physical education. [ 3 ] In his later work on communities of practice, Wenger [ 4 ] abandoned the concept of legitimate peripheral participation and introduced the idea of a duality instead; however, the term ...
The worked-example effect is a learning effect predicted by cognitive load theory. [1] [full citation needed] Specifically, it refers to improved learning observed when worked examples are used as part of instruction, compared to other instructional techniques such as problem-solving [2] [page needed] and discovery learning.
Transfer of learning occurs when people apply information, strategies, and skills they have learned to a new situation or context. Transfer is not a discrete activity, but is rather an integral part of the learning process. Researchers attempt to identify when and how transfer occurs and to offer strategies to improve transfer.