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The gamified music learning platform, Rise of the Rhythm. Gamification of learning does not involve students in designing and creating their own games or in playing commercially produced video games, making it distinguishable from game-based learning, or using educational games to learn a concept.
Kahoot! is a Norwegian online game-based learning platform. [3] It has learning games, also known as "kahoots", which are user-generated multiple-choice quizzes that can be accessed via a web browser or the Kahoot! app. [4] [5]
Gamification techniques are intended to leverage people's evolved desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. [32]
Image source: Getty Images. The case for Duolingo. Duolingo is the world's largest digital language education platform. It takes a mobile-first approach to put highly interactive, gamified lessons ...
Xeropan was founded in September 2013 by Attila AlGharawi and Ferenc Mile. Attila is a language teacher and Ferenc was one of his students. The main idea behind the application was to develop an innovative, up-to-date, easily accessible platform for language learners.
Genius Group also hosts in-person workshops, and some of its acquired companies offer in-person classes. The company is developing a virtual campus for its entrepreneur curriculum where the students learn and interact in a virtual reality and augmented reality environment and where learning is gamified. Genius Group uses AI technology on ...
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