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These examples involve the use of game elements such as points, badges and leaderboards to motivate behavioural changes and track those changes in online platforms. The gamification of learning is related to these popular initiatives, but specifically focuses on the use of game elements to facilitate student engagement and motivation to learn.
For example, in November, 2011, Australian broadcast and online media partnership Yahoo!7 launched its Fango mobile app/SAP, which TV viewers use to interact with shows via techniques like check-ins and badges. Gamification has also been used in customer loyalty programs.
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).
Cartopedia: The Ultimate World Reference Atlas; Celestia; Google Earth - (proprietary license); Gravit - a free (GPL) Newtonian gravity simulator; KGeography; KStars; NASA World Wind - free software (NASA open source)
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 ...
The arrival of the personal computer, with the Altair 8800 in 1975, changed the field of software in general, with specific implications for educational software. Whereas users prior to 1975 were dependent upon university or government owned mainframe computers with timesharing, users after this shift could create and use software for computers in homes and schools, computers available for ...
Pages in category "Gamification" The following 33 pages are in this category, out of 33 total. This list may not reflect recent changes. ...
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.