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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 ]
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 engagement." Another example can be seen in the American education system.
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 ...
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).
The mission of ERIC is to provide a comprehensive, easy-to-use, searchable, Internet-based bibliographic and full-text database of education research and information for educators, researchers, and the general public. Education research and information are essential to improving teaching, learning, and educational decision-making.
Cheat sheets were historically used by students without an instructor or teacher's knowledge to cheat on a test or exam. [1] In the context of higher education or vocational training, where rote memorization is not as important, students may be permitted (or even encouraged) to develop and consult their cheat sheets during exams.
The Wikimedia Foundation supports educational initiatives that encourage the use of Wikipedia and other Wikimedia projects in classrooms and beyond. [4] According to a number of researchers, Wikipedia-based education offers unique learning benefits, including the development of digital literacy, critical thinking, and collaboration skills.
For example: A predefined Habit may be "1 hour of productive work". If a user records an hour of productive work on the Habitica app, they will gain experience and gold; this is a positive Habit. A predefined Habit may be "Eat junk food". If a user records eating junk food on the Habitica app, they will lose health; this is a negative Habit.