ABSTRACT

This chapter discusses simulation and games in teaching-learning. It would be hard to find someone who hates to play games. The definition that Kapp provides a broader view of “game” but it fails to provide enlightenment on various types of games that can be used to achieve specific learning objectives. Puzzle solving is a unique genre of game activity. In puzzle solving, students are required to figure something out. The term “gamification” originated from the digital media industry and dates back to 2008. The field of gamification is enriched in many ways since the earlier days till today and within the space of every aspect of education such as mathematics, language, biology, and geography, more and more gamification has impact over the decades. Code Academy is one of the most used online gamified learning platforms. Knowre is a math-based gamified teaching and learning platform.