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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. 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 ...

  4. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Students need to learn by doing, and with gaming, students can learn by doing something as a part of a larger community of people who share common goals and ways of achieving those common goals, [1] making gaming a benefit for social reasons as well. Gaming has also changed the look of content-driven curriculum in schools.

  5. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    Active learning requires the learner to understand and use design grammars of the semiotic domain in which he/she is learning. Critical learning has occurred when the learner can engage with, reflect upon, critique, and change elements of the design. Design Principle: Learning about design principles and appreciating the design.

  6. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    With increased access to one-to-one student devices, and accelerated by pressure from the COVID-19 pandemic, many teachers from primary to post-secondary settings have introduced live, online quiz-show style games into their lessons. [101] Gamification has also been used to promote learning outside of schools.

  7. Learning styles - Wikipedia

    en.wikipedia.org/wiki/Learning_styles

    Studies contradict the widespread "meshing hypothesis" that a student will learn best if taught in a method deemed appropriate for the student's learning style. [2] Studies further show that teachers cannot assess the learning style of their students accurately. [54] In one study, students were asked to take an inventory of their learning styles.

  8. KWL table - Wikipedia

    en.wikipedia.org/wiki/KWL_table

    In this particular methodology the students are given the space to learn by constructing their own learning pace and their own style of understanding a given topic or idea. The KWL chart or table was developed within this methodology and is a form of instructional reading strategy that is used to guide students taking them through the idea and ...

  9. Learning centers in American elementary schools - Wikipedia

    en.wikipedia.org/wiki/Learning_centers_in...

    The learning centers approach focuses on student autonomy and learning style by giving each student an opportunity to explore his learning environment hands-on in a developmentally appropriate classroom (see Constructivism). Teachers act as facilitators, providing materials and guidance, as well as planning discussions, activities ...