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  • #REDIRECTION [[Gamification - Serious games]]
    45 octet (5 mots) - 26 janvier 2022 à 14:08
  • #REDIRECTION [[Jeu - Gamification - Serious games]]
    51 octet (7 mots) - 18 mai 2022 à 19:45
  • #REDIRECTION [[Apprentissage par le jeu - Gamification - Serious games]]
    72 octet (10 mots) - 18 mai 2022 à 19:45
  • …y receiving information. ICT supports active learning through simulations, games, and interactive exercises.
    205 octet (25 mots) - 19 décembre 2023 à 17:20
  • …nhance engagement and motivation. ICT supports the creation of educational games that provide interactive and immersive learning experiences.
    170 octet (23 mots) - 19 décembre 2023 à 17:33
  • …online learning offers self-paced learning with interactive media such as games, videos, tutorials, quizzes, etc. all accessible from the learner’s home
    779 octet (109 mots) - 28 novembre 2023 à 23:05
  • …tre digital. Voici quelques différences entre "'''[[Gamification - Serious games]]'''" * La [[gamification]] et les [[serious games]] sont les deux des formes d'apprentissage par le jeu. Cependant, ils enric
    18 Kio (2 442 mots) - 18 mai 2022 à 19:45
  • …antage of the same human psychology that causes people to enjoy winning at games and to dislike or even fear losing. As a result, it can also have some down Games can also sometimes become notoriously addictive, as has been seen with imme
    4 Kio (558 mots) - 28 novembre 2023 à 23:36
  • …sroom. There are four types of tests: contest, puzzle, debate, and survey. Games can be projected on a screen, making the entire class participate and havin
    2 Kio (355 mots) - 4 décembre 2023 à 19:24
  • Activities: Varied and interactive tasks, games, simulations. <br>
    3 Kio (407 mots) - 2 décembre 2023 à 02:48
  • …orer des situations de Jeu: [[Jeu de rôle]], [[Gamification]] ou [[Serious Games]]
    3 Kio (470 mots) - 12 mars 2022 à 14:06
  • …t each student's requirements and progress. Moreover, educational apps and games can supplement traditional instruction and enliven the education system. …ficient. Examples include adaptive learning software, educational apps and games, audio and video lectures, virtual reality and simulations, and text-to-spe
    13 Kio (1 817 mots) - 4 décembre 2023 à 20:56
  • …elp children stay engaged and interested in learning. Educational apps and games can help children develop critical thinking, problem-solving, and decision- …and traditions from all around the world through online videos, books, and games. Technology can also help children with special needs, providing them with
    24 Kio (3 824 mots) - 4 décembre 2023 à 21:30
  • …here stake holders can earn rewards by staking, curating, posting, playing games, trading - all without any middle man (decentralized). Hive blockchain use
    5 Kio (783 mots) - 25 avril 2024 à 18:29
  • *Educational Apps and Games: How: Gamified apps and educational games make learning enjoyable and interactive, allowing students to test their kn
    27 Kio (3 050 mots) - 6 février 2024 à 22:21
  • |Concept-lié-3=Jeux sérieux (serious games) …"Game-Based Learning in Action: How an Expert Affinity Group Teaches with Games"
    14 Kio (1 857 mots) - 3 février 2024 à 16:42
  • |Mot-Clé-26= Serious games …idance]] / [[Etayage Fixe - Etayage Adaptatif]] / [[Gamification - Serious games]]
    19 Kio (2 099 mots) - 3 mai 2022 à 15:27
  • …n subscription sites that allow unlimited downloading of movies, music, or games, which further blurs the line between what is free and what is copyrighted.
    7 Kio (1 027 mots) - 4 décembre 2023 à 21:36
  • …king sure each member knows how to play baseball and has transportation to games. Giving everyone equal resources does not ensure an outcome where everyone
    10 Kio (1 141 mots) - 29 janvier 2022 à 14:42
  • …rves as a guideline for the design and development of educational computer games.
    12 Kio (1 864 mots) - 28 novembre 2023 à 23:33

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