ΠΡΠΊΠ°ΡΡ
ΠΡΠ±Π΅ΡΠΈΡΠ΅ ΡΠ·ΡΠΊ ΡΠ»ΠΎΠ²Π°ΡΡ
ΠΡΠ±Π΅ΡΠΈΡΠ΅ ΡΠ²ΠΎΠΉ ΡΠ·ΡΠΊ
gamification
/Ι‘ΛamΙͺfΙͺkΛeΙͺΚΙn/
Gamification
01
Π³Π΅ΠΉΠΌΠΈΡΠΈΠΊΠ°ΡΠΈΡ, ΠΈΠ³ΡΠΎΡΠΈΠΊΠ°ΡΠΈΡ
the process of incorporating game-like elements and mechanics, such as points, rewards, leaderboards, challenges, and progress tracking, into non-game contexts
ΠΡΠΈΠΌΠ΅ΡΡ
Schools are starting to incorporate gamification into lessons to make learning more engaging for students.
Π¨ΠΊΠΎΠ»Ρ Π½Π°ΡΠΈΠ½Π°ΡΡ Π²Π½Π΅Π΄ΡΡΡΡ Π³Π΅ΠΉΠΌΠΈΡΠΈΠΊΠ°ΡΠΈΡ Π² ΡΡΠΎΠΊΠΈ, ΡΡΠΎΠ±Ρ ΡΠ΄Π΅Π»Π°ΡΡ ΠΎΠ±ΡΡΠ΅Π½ΠΈΠ΅ Π±ΠΎΠ»Π΅Π΅ ΡΠ²Π»Π΅ΠΊΠ°ΡΠ΅Π»ΡΠ½ΡΠΌ Π΄Π»Ρ ΡΡΡΠ΄Π΅Π½ΡΠΎΠ².



























