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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 ]
Learning Through Transmedia Storytelling (January, 2014) with Marc Ramos [16] Gronstedt wrote two chapters in The Handbook of Strategic Public Relations and Integrated Marketing Communications , Second Edition, [ 17 ] and one chapter in Karl Kapp's The Gamification of Learning and Instruction Fieldbook: Ideas into Practice .
In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.
Badges also promote lifelong learning that extends beyond the classroom and brings to light accomplishments that otherwise might have been hidden. [22] Digital badges are associated with the gamification of learning, whereby game design and game mechanics are used in non-game contexts to encourage learning. [23]
The book has been described as a quick read, introducing the concept of gamification and discussing how businesses could implement gamification to keep their customers engaged. [29] Zichermann agrees that the book's concept of engagement may be 75% customer psychology.
Through Duolingo, Hacker wants users to have the option to increase their 'stay-tuned quota' which involves adjusting the learning time and difficulty of the course. Another idea derived from Hacker's philosophy was to apply gamification to Duolingo. This was to apply game elements and principles instead of classroom learning tools to the ...
Night Zookeeper is a company founded and based in London that develops products designed to improve children's reading and writing skills, including an online learning program, teaching resources, book series, and 10-episode TV mini-series. The brand was founded in 2012 by Joshua Davidson and Paul Hutson.
Gamification can be defined as the process of enhancing systems, services, organisations and activities through the integration of game design elements and principles, such as dynamics and mechanics, in non-game contexts with the aim of motivating and engaging users. [1] [2] [3] This concept is closely related to the field of persuasion.