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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    Students still make autonomous choices to participate in learning activities. The progress mechanics used in the gamified system can be thought of as lighting the way for learners as they progress, [15] and the other game mechanics and elements of game design are set up as an immersive system to support and maximize students' learning. [16]

  3. Flipped classroom - Wikipedia

    en.wikipedia.org/wiki/Flipped_classroom

    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]

  4. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Games have rules and structure and goals that inspire motivation. Games are interactive and provide outcomes and feedback. Most games also have problem solving situations that spark creativity. [18] Identification with the character within the video game is an important factor in the learning potential of the gamer.

  5. Interactive Learning - Wikipedia

    en.wikipedia.org/wiki/Interactive_Learning

    In interactive learning, people collaborate to share information. The concept of serious games involves immersing students in virtual worlds by means of role-playing and interactive games; it is similar to the concept of distance education. [1] [2]

  6. Educational video game - Wikipedia

    en.wikipedia.org/wiki/Educational_video_game

    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).

  7. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Digital learning tools have the potential of being customized to fit the abilities of individual students and can engage them with interactive tasks and simulate real-life situations. [24] Games can create new social and cultural worlds that may not have been available to everyone in the past.

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