Summary: Intrinsically motivating instruction takes place in computer gaming software when it provides players with choice around three key categories: challenge, curiosity, and fantasy.
Digital citizenship is the state of having access to Internet and Communication Technologies (ICTs) that help promote equal opportunity, democracy, technology skills, and human rights.
Summary: SWOT is an acronym that stands for strengths, weaknesses, opportunities and threats. A SWOT analysis is a tool or technique that can be used in business, design or personal settings to evaluate a project or company and to create constructive goals and strategies.
Summary: Network Effects describes the phenomenon how the value of a good or service increases as more people start to use that good or service.
A common criticism of educational theory is that it is often separated from practice. Educational technology tools are a strategic way to bridge the gap and design instruction centered around targeted learning theories. Flipgrid is a seamless and user-friendly tool that prides itself on building a student-centered community of learners. The basic premise of Flipgrid […]
Summary: Constructionism as a learning theory emphasizes student-centered discovery learning, and educators are currently expanding its reach to the field of educational robotics in order to engage students.
Summary: Dopamine plays a role in motivation, and this role is important to understand in the context of game design. Understanding how dopamine motivates can help game designers produce games that are interesting, effective, and ethical.
Summary: Uses and gratification theory (UGT) is an audience-centered approach that focuses on what people do with media, as opposed to what media does to people.