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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.
Usually to encourage engagement, loyalty and product education. These usually involve social leaderboards and rewards that are advertised via social media platforms like Facebook's Top 10 games. [65] Gamification also has been used as a tool for customer engagement, [66] and for encouraging desirable website usage behaviour. [35]
Cartopedia: The Ultimate World Reference Atlas; Celestia; Google Earth - (proprietary license); Gravit - a free (GPL) Newtonian gravity simulator; KGeography; KStars; NASA World Wind - free software (NASA open source)
Night Zookeepr created an app intended for a school setting. This app was recognized as one of the 50 best apps of 2013 by The Guardian . In 2014, Night Zookeeper created a website that included more writing elements, a dashboard to monitor children's progress, and personalized feedback from the Night Zookeeper staff of tutors.
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).
2013 Savivo won the “Best MoBiz and innovative Enterprise Award” at the Global Mobile Internet Conference. [12] 2013 Savivo will attend the Language Show Live in London. [13] The topic of their talk will be "The impact of gamification on education". 2013 Stephan Stephensen wil speak at the Media & Learning conference in Brussels. [14]
[7] [10] To motivate the users, LinguaLeo adds gamification mechanics through interaction with the app's mascot Leo the Lion. [ 10 ] LinguaLeo is available as an Android , iOS , Windows Phone , and web applications , [ 7 ] and a browser extension .
DreamBox Learning is partnered with the education startup Clever Inc. [24] In 2016, The Center for Education Policy Research at Harvard University performed a study that found a positive correlation between using DreamBox's adaptive learning and test scores, but could not state for certain that this was the result of using the computer program ...