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

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

    Some of the schema and elements that are used in game designing can be analogously used as "frameworks for reconsidering the structures of classroom experiences, syllabi, and program development. "What we are learning from games (both creating and playing) can be used by teachers to enhance their teaching and better prepare students for ...

  3. Google Classroom - Wikipedia

    en.wikipedia.org/wiki/Google_Classroom

    Google Classroom is a free blended learning platform developed by Google for educational institutions that aims to simplify creating, distributing, and grading assignments. The primary purpose of Google Classroom is to streamline the process of sharing files between teachers and students. [ 4 ]

  4. 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.

  5. 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 ...

  6. Jane McGonigal - Wikipedia

    en.wikipedia.org/wiki/Jane_McGonigal

    The book received criticism from some quarters, notably the Wall Street Journal, which felt that her thesis—which claimed to use games to "fix" everyday life by giving it a sense of achievement and making it seem more fulfilling and optimistic—made "overblown" claims from minor examples, and did not address conflicting individual goals and ...

  7. 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).

  8. Google Play Books - Wikipedia

    en.wikipedia.org/wiki/Google_Play_Books

    Google Play Books, formerly Google eBooks, is an ebook digital distribution service operated by Google, part of its Google Play product line. Users can purchase and download ebooks and audiobooks from Google Play , which offers over five million titles, with Google claiming it to be the "largest ebooks collection in the world".

  9. Gabe Zichermann - Wikipedia

    en.wikipedia.org/wiki/Gabe_Zichermann

    In 2011, Zichermann co-wrote Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps with Christopher Cunningham. The book has been described as a quick read, introducing the concept of gamification and discussing how businesses could implement gamification to keep their customers engaged. [ 29 ]