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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. Game studies - Wikipedia

    en.wikipedia.org/wiki/Game_studies

    Game designers Amy Jo Kim and Jane McGonigal have suggested that platforms which leverage the powerful qualities of video games in non-game contexts can maximize learning. [ 10 ] [ 11 ] Known as the gamification of learning , using game elements in non-game contexts extracts the properties of games from within the game context, and applies them ...

  4. 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).

  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. File:Mathematics simplified.. (IA mathematicssimpl00fish).pdf

    en.wikipedia.org/wiki/File:Mathematics...

    This file contains additional information, probably added from the digital camera or scanner used to create or digitize it. If the file has been modified from its original state, some details may not fully reflect the modified file.

  7. Category:Educational video games - Wikipedia

    en.wikipedia.org/wiki/Category:Educational_video...

    Educational software, as the name implies, are a subset of educational games which attempt to teach the user using the game as a vehicle. Most of these types of games target young user from the ages of about three years to mid-teens; past the mid-teens, subjects become so complex (e.g. Calculus) that teaching via a game may be impractical.

  8. P2PU - Wikipedia

    en.wikipedia.org/wiki/P2PU

    Mathematical Future – coordinated with Natural Math family learning network and Math 2.0 interest group. P2PU's school of Webcraft courses were early adopters of a badge reward system, [8] and with their task completion system there are elements of gamification and gamification of learning.

  9. Modern elementary mathematics - Wikipedia

    en.wikipedia.org/wiki/Modern_elementary_mathematics

    Psychology in mathematics education is an applied research domain, with many recent developments relevant to elementary mathematics. A major aspect is the study of motivation; while most young children enjoy some mathematical practices, by the age of seven to ten many lose interest and begin to experience mathematical anxiety.