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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. Federal Board of Intermediate and Secondary Education

    en.wikipedia.org/wiki/Federal_Board_of...

    The FBISE was established under the FBISE Act 1975. [2] It is an autonomous body of working under the Ministry of Federal Education and Professional Training. [3] The official website of FBISE was launched on June 7, 2001, and was inaugurated by Mrs. Zobaida Jalal, the Minister for Education [4] The first-ever online result of FBISE was announced on 18 August 2001. [5]

  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. 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 ...

  6. Gabe Zichermann - Wikipedia

    en.wikipedia.org/wiki/Gabe_Zichermann

    The book also includes a Ruby on Rails coding tutorial to implement gamification in online forum design. [ 30 ] In 2013, Zichermann partnered with Joselin Linder again to co-author The Gamification Revolution: How Leaders Leverage Game Mechanics to Crush the Competition . [ 31 ]

  7. Jane McGonigal - Wikipedia

    en.wikipedia.org/wiki/Jane_McGonigal

    The book received criticism from some quarters, notably the Wall Street Journal, which felt that her thesis—which claimed to use games to "fix" everyday life by giving it a sense of achievement and making it seem more fulfilling and optimistic—made "overblown" claims from minor examples, and did not address conflicting individual goals and ...

  8. 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.

  9. Game accessibility - Wikipedia

    en.wikipedia.org/wiki/Game_accessibility

    With a specific focus on board games, it provides comprehensive and detailed accessibility analyses of hundreds of modern hobbyist tabletop games, along with reviews and editorials on a range of game accessibility topics. [40]. In 2024, a book of observations and insights was published by the author [41].