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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. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Within these learning principles Gee shows the reader the various ways in which games and learning are linked and how each principle supports learning through gaming. One example would be Learning Principle 6: "Psychosocial Moratorium" Principle, where Gee explains that in games, learners can take risks in a space where real-world consequences ...

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

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

    Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam.When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games.

  5. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    The latter can be fostered particularly by introducing teams, i.e. by creating defined groups of players that work together towards a shared objective. [44] Meta-analytic evidence supports that the combination of competition and collaboration in games is likely to be effective for learning. [59]

  6. Immersive learning - Wikipedia

    en.wikipedia.org/wiki/Immersive_learning

    Immersive learning is a learning method with students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting immersed. The virtual dialogue can be created by two ways, the usage of virtual technics, and the narrative like reading a book.

  7. Instructional design - Wikipedia

    en.wikipedia.org/wiki/Instructional_design

    The original version of Bloom's taxonomy (published in 1956) defined a cognitive domain in terms of six objectives.. B. F. Skinner's 1954 article "The Science of Learning and the Art of Teaching" suggested that effective instructional materials, called programmed instructional materials, should include small steps, frequent questions, and immediate feedback; and should allow self-pacing. [9]

  8. Small group learning - Wikipedia

    en.wikipedia.org/wiki/Small_group_learning

    Small group learning is an educational approach that focuses on individuals learning in small groups and is distinguished from learning climate and organizational learning. It is also described as a team-based approach to learning where students work together towards shared learning objectives.

  9. Learning object - Wikipedia

    en.wikipedia.org/wiki/Learning_object

    A learning object is "a collection of content items, practice items, and assessment items that are combined based on a single learning objective". [1] The term is credited to Wayne Hodgins, and dates from a working group in 1994 bearing the name. [ 2 ]