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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an approach which recently has evolved, in coordination with technological developments, to include much larger scales for gameplay, new tools, and new ways to connect people. [45] The term gamification, coined in 2002, is not a one-dimensional reward system.

  3. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    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 ...

  4. Headspace (company) - Wikipedia

    en.wikipedia.org/wiki/Headspace_(company)

    Content in version 2 of the app focused on four areas once users have completed the Foundation Stage: health, performance, relationships, and Headspace Pro. [20] The app uses gamification to encourage users to complete and master a level of meditation before moving on to a more advanced section. Each session is about ten minutes long, usually ...

  5. Forest (application) - Wikipedia

    en.wikipedia.org/wiki/Forest_(application)

    Forest: Stay focused, be present, or simply Forest, is a productivity application developed by ShaoKan Pi and released on March 15, 2016. [ 1 ] [ 2 ] [ 3 ] Forest is available as an app on iOS , iPadOS and Android , and is also available as a browser extension on the Chrome Web Store and Firefox Add-ons .

  6. Anki (software) - Wikipedia

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

    Damien Elmes, the Australian programmer behind the app, originally created it for learning Japanese. [32] [33] The oldest mention of Anki that the developer Damien Elmes could find in 2011 was dated 5 October 2006, which was thus declared Anki's birthdate. [34] Version 2.0 was released on 6 October 2012. Version 2.1 was released on 6 August 2018.

  7. Badgeville - Wikipedia

    en.wikipedia.org/wiki/Badgeville

    Badgeville, Inc. was a privately held technology company founded in 2010 with headquarters in Redwood City, California, and an additional office in New York.The firm provided software as a service (SaaS) for web sites to measure and influence user behaviour using techniques such as gamification.

  8. Foldit - Wikipedia

    en.wikipedia.org/wiki/Foldit

    Many of the same people who created Rosetta@home worked on Foldit. The public beta version was released in May 2008 [10] and has 240,000 registered players. [11]Since 2008, Foldit has participated in Critical Assessment of Techniques for Protein Structure Prediction experiments, submitting its best solutions to targets based on unknown protein structures.

  9. Online school - Wikipedia

    en.wikipedia.org/wiki/Online_school

    To engage virtual students even further, a process known as gamification can be used to teach a student learning material in a form of a game to bring more enjoyment in a student's learning experience. [9] Secondlife, an online virtual world, is a type of gamification system that is used for online educational purposes. [10]