Game-based Learning
Using games to teach academic content to students.
Educational Software
Any computer software that is made for an educational purpose.
Maker-based Learning
Approach to instruction in classrooms emphasizing learning by making.
Gamification
Using game playing to motivate people to use technology for specific purposes, such as buying a product or learning a skill.
Avatar
Online identity adopted by students and teachers when playing games or participating in virtual reality simulations.
Ill-structured Problems
Issues that do not have easy or simple solutions.
Desktop-based Games
Games that are downloaded to a personal device.
Coding
Sequence of written commands that tell a computer what a programmer wants the machine to do.
Problem-based Learning (PBL)
Approach to curriculum and instruction organized around problems or issues for students to solve.
Serious Games
Academic learning included within the structures of online or software and app-based game formats.
Visual Thinking and Concept Mapping Tools
Software that records and extends thinking and brainstorming with pictures and webs.
Problem Solving
Applying prior knowledge and critical thinking strategies to develop answers or solutions to a problem.
Recreations of real-world situations and settings in a game-like format.
Object-oriented Programming
Software that allows teachers and students to creat an object and make it do things in response to programmed instructions.
Stealth Learning
Students learning academic information without realizing they are doing so; often embedded in gameplay.