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Handbook of Research on the Influence and Effectiveness of Gamification in Education
Dividing the educational experience into shorter sections with a time span that will allow learners to think about new knowledge and understand it. The next sections give room to recap what the learners forgot between them. Repetition will make it easier to store new knowledge in the long-term memory.
Published in Chapter:
The Place of Gamification in the Educational Context
Jan Miškov (Masaryk University, Czech Republic)
DOI: 10.4018/978-1-6684-4287-6.ch001
Abstract
Schools are pioneers of innovation in the process of teaching and learning. This study researches and analyzes new opportunities that modern information and communication technologies open up in the field of education and lifelong learning. It uncovers what place gamification in schooling holds, how it affects people, and what students take away from the progressive idea. Thus, it recognizes the possibilities and limits of its implementation in the education process. The author aims to understand better how gamification can be used in educational institutions, its function, and how to apply game principles in this context as successfully as possible. Gamification is often seen as one of the supports for student motivation. Concerning the design of teaching, teaching methods, and educational goals, the learning principles of games can be used innovatively as supplements to classroom teaching, where the curriculum is supported by game elements as important components of the teaching method. It is an inspiration for educators and designers in building gamified learning contexts.
Full Text Chapter Download: US $37.50 Add to Cart
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Using Simulation in Radiographic Science Education
The educational technique of repeating a learning experience or scenario over time which helps learned activities transition from short-term to long-term memory, a.k.a. the spacing effect.
Full Text Chapter Download: US $37.50 Add to Cart
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