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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. Andragogy - Wikipedia

    en.wikipedia.org/wiki/Andragogy

    Motivation: Motivation is by external pressure such as grading, class rank, completion of grade-levels; Motivation is driven by internal motivation. Includes self-actualization, self-confidence or recognition; Self-efficacy—The learner is self-directed; Learner is able to manage their own learning in new situations and in working with others

  4. Educational video game - Wikipedia

    en.wikipedia.org/wiki/Educational_video_game

    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).

  5. Active learning - Wikipedia

    en.wikipedia.org/wiki/Active_learning

    A reaction to a video is also an example of active learning. [31] A small group discussion is also an example of active learning because it allows students to express themselves in the classroom. It is more likely for students to participate in small group discussions than in a normal classroom lecture because they are in a more comfortable ...

  6. 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.

  7. What is ‘brain rot’? The science behind what too much ...

    www.aol.com/news/brain-rot-science-behind-too...

    Scrolling on social media is also a way to "disassociate" and give the brain a rest after a long day, Bobinet said. This is an "avoidance behavior," which the habenula controls.

  8. Wake County PTA treasurer accused of embezzlement [Video] - AOL

    www.aol.com/news/wake-county-pta-treasurer...

    Authorities in Fuquay-Varina say the Lincoln Heights Elementary School PTA president reported that Allison Leigh Lonberg embezzled nearly $15,000 from the PTA after a review of bank statements.

  9. Adult education - Wikipedia

    en.wikipedia.org/wiki/Adult_education

    Feeling comfortable means feeling as though one has emotional support in the classroom, and having a space where asking for guidance is encouraged rather than shamed. Educating adults differs from educating children in several ways given that adults have accumulated knowledge and work experience which can add to the learning experience. [9]