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  2. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    Kahoot! is a Norwegian online game-based learning platform. [3] It has learning games, also known as "kahoots", which are user-generated multiple-choice quizzes that can be accessed via a web browser or the Kahoot! app. [ 4 ] [ 5 ]

  3. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The role of a student in a gamified environment might be to adopt an avatar and a game name with which they navigate through their learning tasks. Students may be organized into teams or guilds, and be invited to embark on learning quests with their fellow guild members. They may be encouraged to help other guild members, as well as those in ...

  4. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    The goal is to survive to the best of their abilities. The game is complicated and difficult, just as it would be to live a real life. Regarding a more traditional approach to education, The Sims has been used as a platform for students to learn a language and explore world history while developing skills such as reading, math, logic and ...

  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. Instructional simulation - Wikipedia

    en.wikipedia.org/wiki/Instructional_simulation

    Students are relieved to know that these simulations are practice and appreciate the opportunity to make mistakes now rather than later. The use of IVEs provides a controlled, safe environment for students to learn and so the anxiety factor is reduced. Students can discuss the symptoms more openly than they could with an actual patient.

  7. Cooperative learning - Wikipedia

    en.wikipedia.org/wiki/Cooperative_learning

    Cooperative learning is an educational approach which aims to organize classroom activities into academic and social learning experiences. [1] There is much more to cooperative learning than merely arranging students into groups, and it has been described as "structuring positive interdependence."

  8. Six Thinking Hats - Wikipedia

    en.wikipedia.org/wiki/Six_Thinking_Hats

    The meeting may start with everyone assuming the Blue hat to discuss how the meeting will be conducted and to develop the goals and objectives. The discussion may then move to Red hat thinking in order to collect opinions and reactions to the problem. This phase may also be used to develop constraints for the actual solution such as who will be ...

  9. Technology integration - Wikipedia

    en.wikipedia.org/wiki/Technology_integration

    [40] a CyberHunt, or internet scavenger hunt, is a project-based activity which helps students gain experience in exploring and browsing the internet. A CyberHunt may ask students to interact with the site (e.g.: play a game or watch a video), record short answers to teacher questions, as well as read and write about a topic in depth.