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Educational software
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=== Video games and gamification === Video games can be used to teach a user technology literacy or more about a subject. Some operating systems and mobile phones have these features. A notable example is [[Microsoft Solitaire]], which was developed to familiarize users with the use of [[graphical user interface]]s, especially the [[Computer mouse|mouse]] and the [[drag-and-drop]] technique. ''[[Mavis Beacon Teaches Typing]]'' is a largely known program with built in mini-games to keep the user entertained while improving their typing skills. [[Gamification]] is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as "motivational affordances," and formalizing the relationship between these elements and motivational affordances.<ref>{{cite journal |last1=Buckley |first1=Jim |last2=DeWille |first2=Tabea |last3=Exton |first3=Chris |last4=Exton |first4=Geraldine |last5=Murray |first5=Liam |title=A Gamification–Motivation Design Framework for Educational Software Developers |journal=Journal of Educational Technology Systems |date=20 June 2018 |volume=47 |issue=1 |pages=101–127 |doi=10.1177/0047239518783153|hdl=10344/6911 |doi-access=free |hdl-access=free }}</ref> Classcraft is a software tool used by teachers that has gaming elements alongside an educational goal.<ref>{{Cite web |title=Classcraft - Relationships are everything. |url=https://www.classcraft.com/ |access-date=2024-04-11 |website=Classcraft}}</ref> [[Tovertafel]] is a games console designed for [[remedial education]] and counter-acting the effects of [[dementia]].
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