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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 ...
Video game industry. 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).
Madeline Classroom Companion: 1st and 2nd Grade was part of the Madeline Classroom Companion series, with games designed for children aged four to eight. [8] The story follows Madeline on a tour of her Paris neighborhood. Madeline Thinking Games Deluxe was a combination of Madeline Thinking Games and Madeline European Adventures.
Strategy guide. Strategy guides are instruction books that contain hints or complete solutions to specific video games. The line between strategy guides and video game walkthroughs is somewhat blurred, with the former often containing or being written around the latter. Strategy guides are often published in print, both in book form and also as ...
t. e. Strategy is a major video game genre that emphasizes thinking and planning over direct instant action in order to achieve victory. [ 1] Although many types of video games can contain strategic elements, as a genre, strategy games are most commonly defined as those with a primary focus on high-level strategy, logistics and resource management.
t. e. A serious game or applied game is a game designed for a primary purpose other than pure entertainment. [ 1] The "serious" adjective is generally prepended to refer to video games used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, politics and art. [ 2]
Educational technology as technological tools and media, for instance massive online courses, that assist in the communication of knowledge, and its development and exchange. This is usually what people are referring to when they use the term "edtech". Educational technology for learning management systems (LMS), such as tools for student and ...
A lesson plan is a teacher 's detailed description of the course of instruction or "learning trajectory" for a lesson. A daily lesson plan is developed by a teacher to guide class learning. Details will vary depending on the preference of the teacher, subject being covered, and the needs of the students. There may be requirements mandated by ...
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