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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 ]
3. Through-the-line (TTL) & Below-the-line (BTL): Text above, side or below main game screen (also known as an iFrame) advertising images or text. Example of this would be "I love Bees". 4. Advergames: Usually games based on popular mobile game templates, such as 'Candy Crush' or 'Temple Run'.
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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 ...
Wikipedia:Navigation templates, templates that link between multiple articles belonging to the same topic; Wikipedia:List of infoboxes for infoboxes, which are small panels that summarize key features of the page's subject. Wikipedia:Categorization for templates used for categories; Wikipedia:Citation templates for templates used to format ...
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Active learning requires the learner to understand and use design grammars of the semiotic domain in which he/she is learning. Critical learning has occurred when the learner can engage with, reflect upon, critique, and change elements of the design. Design Principle: Learning about design principles and appreciating the design.
Any other templates: See Category:Wikipedia templates Topics referred to by the same term This page is a list of project pages associated with the same title or shortcut.
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