Learning Theory
The study of how people acquire knowledge, skills, and behaviors through experience, practice, and instruction.
The study of how people acquire knowledge, skills, and behaviors through experience, practice, and instruction.
A technology that uses GPS or RFID to create virtual boundaries around a geographic area, triggering actions when entered or exited.
The application of game-design elements and principles in non-game contexts to engage and motivate people to achieve their goals.
A psychological effect where exposure to one stimulus influences the response to a subsequent stimulus, without conscious guidance or intention.
The psychological phenomenon where people prefer options that are not too extreme, but just right.
Replacing one UI component with another, often used in adaptive or dynamic interfaces.
The belief in one's ability to succeed in specific situations or accomplish a task, influencing motivation and behavior.
The drive to perform an activity for its inherent satisfaction rather than for some separable consequence.
The process of enabling users to take control of their interactions with a product or system, enhancing their confidence and satisfaction.