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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] Gamification, broadly defined, is the process ...
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 ...
Games and learning. Games and learning is a field of education research that studies what is learned by playing video games, and how the design principles, data and communities of video game play can be used to develop new learning environments. Video games create new social and cultural worlds – worlds that help people learn by integrating ...
Classroom teaching. Active learning is "a method of learning in which students are actively or experientially involved in the learning process and where there are different levels of active learning, depending on student involvement." [1] Bonwell & Eison (1991) states that "students participate [in active learning] when they are doing something ...
Canasta for Two. Now you can go head to head as you create melds of cards of the same rank and then go out by playing or discarding all the cards in your hand. By Masque Publishing. Advertisement ...
A phone cage used for keeping students' phones away from them during school hours. The use of mobile phones in schools has become a controversial topic debated by students, parents, teachers and authorities. People who support the use of mobile phones believe that these phones are useful for safety, allowing children to communicate with their ...
Educational research. Educational technology (commonly abbreviated as edutech, or edtech) is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. [1] [2] When referred to with its abbreviation, "EdTech", it often refers to the industry of companies that create educational technology.
Now middle-and-high school students, 13 and older, can play games to earn scholarship cash for. Your mother always told you to stop playing Nintendo and study, but little did she know that your ...