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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. Anki (software) - Wikipedia

    en.wikipedia.org/wiki/Anki_(software)

    AnkiWeb [29] (online server, free to use; includes add-on and deck hosting) AnkiDroid [30] for Android (free of charge, under GPLv3; by Nicolas Raoul) The flashcards and learning progress can be synchronized both ways with Anki using AnkiWeb. With AnkiDroid it is possible to have the flashcards read in several languages using text-to-speech ...

  4. 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 ...

  5. 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.

  6. Remember Me (software) - Wikipedia

    en.wikipedia.org/wiki/Remember_Me_(software)

    [1] [2] [3] It utilizes gamification, flashcards and spaced repetition algorithms to optimize learning and retention. [2] [3] The application is available on Android, iOS, and as a web application. [2] [3] The development of Remember Me was driven by the need for a tool to learn Bible scriptures in an engaging and sustainable way.

  7. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification has been applied to almost every aspect of life. Examples of gamification in business context include the U.S. Army, which uses military simulator America's Army as a recruitment tool, and M&M's "Eye Spy" pretzel game, launched in 2013 to amplify the company's pretzel marketing campaign by creating a fun way to "boost user ...

  8. Sakai (software) - Wikipedia

    en.wikipedia.org/wiki/Sakai_(software)

    Sakai is a free, community-driven, open source educational software platform designed to support teaching, research and collaboration. Systems of this type are also known as learning management systems (LMS), course management systems (CMS), or virtual learning environments (VLE). Sakai is developed by a community of academic institutions ...

  9. Night Zookeeper - Wikipedia

    en.wikipedia.org/wiki/Night_Zookeeper

    Night Zookeeper is a company founded and based in London that develops products designed to improve children's reading and writing skills, including an online learning program, teaching resources, book series, and 10-episode TV mini-series. The brand was founded in 2012 by Joshua Davidson and Paul Hutson.