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  2. 10 Games and Puzzles to Exercise Your Brain - Healthline

    www.healthline.com/health/mental-health/games...

    7. Sudoku. Sudoku is a number puzzle where you have to fill a grid with numbers 1 through 9, with each number appearing only once in a row, column, or box. This classic game makes you think ...

  3. How to Rewire Your Brain: 6 Neuroplasticity Exercises

    www.healthline.com/health/rewiring-your-brain

    6 Ways to Rewire Your Brain. Video games. Language. Music. Travel. Exercise. Art. Takeaway. Some tips to help your brain relearn abilities and develop include playing video games, learning a new ...

  4. Active learning - Wikipedia

    en.wikipedia.org/wiki/Active_learning

    Active learning. Classroom teaching. Active learning is "a method of learning in which students are actively or experientially involved in the learning process and where there are different levels of active learning, depending on student involvement." [1] Bonwell & Eison (1991) states that "students participate [in active learning] when they ...

  5. Friendship Activities: 10 Top Games for Kids - Healthline

    www.healthline.com/.../friendship-activities

    1. The Good Friend List. This is a simple, straightforward activity in which children are asked to list what qualities make a good friend. For example, someone who shares toys, someone who doesn ...

  6. Kinesthetic learning - Wikipedia

    en.wikipedia.org/wiki/Kinesthetic_learning

    Kinesthetic learning. Kinesthetic learning (American English), kinaesthetic learning (British English), or tactile learning is learning that involves physical activity. As cited by Favre (2009), Dunn and Dunn define kinesthetic learners as students who prefer whole-body movement to process new and difficult information. [1]

  7. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1][2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3] Gamification, broadly defined, is the process of ...

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