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  2. Cyberpsychology - Wikipedia

    en.wikipedia.org/wiki/Cyberpsychology

    Cyberpsychology (also known as Internet psychology, web psychology, or digital psychology) is a scientific inter-disciplinary domain that focuses on the psychological phenomena which emerge as a result of the human interaction with digital technology, particularly the Internet.

  3. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    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 ...

  4. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    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 ...

  5. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification techniques are intended to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. [ 28] Early gamification strategies use rewards for players who accomplish desired tasks or ...

  6. Distance education - Wikipedia

    en.wikipedia.org/wiki/Distance_education

    Distance education. Distance education, also known as distance learning, is the education of students who may not always be physically present at school, [ 1][ 2] or where the learner and the teacher are separated in both time and distance. [ 3] Traditionally, this usually involved correspondence courses wherein the student corresponded with ...

  7. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    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 ...

  8. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    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 ...

  9. Game studies - Wikipedia

    en.wikipedia.org/wiki/Game_studies

    Game studies. Game studies, also known as ludology (from ludus, "game", and -logia, "study", "research"), is the study of games, the act of playing them, and the players and cultures surrounding them. It is a field of cultural studies that deals with all types of games throughout history. This field of research utilizes the tactics of, at least ...