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The dynamic combination of intrinsic and extrinsic motivators is a powerful force [21] which, if educational contexts can adapt from video games, may increase student motivation, and student learning. Some of the potential benefits of successful gamification initiatives in the classroom include: giving students ownership of their learning [27]
A student debate is an active way for students to learn because they allow students the chance to take a position and gather information to support their view and explain it to others. [31] A reaction to a video is also an example of active learning. [31]
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 ...
On April 21, 2022, Prodigy English was launched for grades 1 to 8+. According to Prodigy Education, the new game encouraged players to "build their own online world, collecting supplies and exploring an exciting and interactive environment while learning curriculum-aligned English skills."
In supplying students with educational subject matter, they demonstrated further advantage. Making use of video games in the classroom is simply another technique to engage with students. [24] A study was conducted in a "3 week intervention with game- based learning activities in eight lower secondary classrooms." The study found that video ...
Blended learning requires the physical presence of both teacher and student, with some elements of student control over time, place, path, or pace. [1] [2] [3] While students still attend brick-and-mortar schools with a teacher present, face-to-face classroom practices are combined with computer-mediated activities regarding content and delivery.
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