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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]
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 ...
Free-choice profiling is a method for determining the quality of a thing by having a large number of subjects experience (view, taste, read, etc.) it and then allowing them to describe the thing in their own words, as opposed to posing them a set of "yes-no-maybe" questions.
Infographic explaining how to apply for and receive an Open Badge, a product of the Nordplus Adult project Open Badges for Adult Educators 2014-2016. Gamification is the attempt to enhance systems, services, organizations, and activities by simulating experiences similar to those experienced when playing games in order to motivate and engage ...
In a report for the Education Endowment Fund, she found that effective foreign language teaching relies more on program characteristics and teacher skills rather than specific methods, highlighting the need for engaging input, noting the mixed findings on bilingualism's cognitive benefits, and variable effectiveness of non-native language ...
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).
Dr. Wolfgang Greller and Dr. Hendrik Drachsler defined learning analytics holistically as a framework. They proposed that it is a generic design framework that can act as a useful guide for setting up analytics services in support of educational practice and learner guidance, in quality assurance, curriculum development, and in improving teacher effectiveness and efficiency.
The Good Behavior Game was first used in 1967 in Baldwin City, Kansas by Muriel Saunders, who was then a new teacher in a fourth-grade classroom. Muriel Saunders, Harriet Barrish (a graduate student at the University of Kansas), and the professor and co-founder of applied-behavior analysis, the late Montrose Wolfe , co-created the Good Behavior ...