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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. List of educational software - Wikipedia

    en.wikipedia.org/wiki/List_of_educational_software

    Toggle Notable brands and suppliers of educational software subsection. 2.1 Historical brands and suppliers. ... NASA World Wind - free software (NASA open source)

  4. Remember Me (software) - Wikipedia

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

    Remember Me is an app for memorizing Bible verses. [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]

  5. Solve Education - Wikipedia

    en.wikipedia.org/wiki/Solve_Education

    Solve Education! (SE!) is a global technology non-profit organization founded in 2015 by Peng Tsin Ong and Janine Teo (Peihan). [1] [2] Solve Education! is making education and employment accessible to children and youth who do not have access to school around the globe.

  6. Khan Academy - Wikipedia

    en.wikipedia.org/wiki/Khan_Academy

    Khan Academy is an American non-profit [3] educational organization created in 2006 by Sal Khan. [1] Its goal is to create a set of online tools that help educate students. [4] ...

  7. Anki (software) - Wikipedia

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

    Damien Elmes, the Australian programmer behind the app, originally created it for learning Japanese. [32] [33] The oldest mention of Anki that the developer Damien Elmes could find in 2011 was dated 5 October 2006, which was thus declared Anki's birthdate. [34] Version 2.0 was released on 6 October 2012. Version 2.1 was released on 6 August 2018.

  8. Google Classroom - Wikipedia

    en.wikipedia.org/wiki/Google_Classroom

    Google Classroom is a free blended learning platform developed by Google for educational institutions that aims to simplify creating, distributing, and grading assignments. . The primary purpose of Google Classroom is to streamline the process of sharing files between teachers and students.

  9. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    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.