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  2. Computers in the classroom - Wikipedia

    en.wikipedia.org/wiki/Computers_in_the_classroom

    Computers in the classroom include any digital technology used to enhance, supplement, or replace a traditional educational curriculum with computer science education. As computers have become more accessible, inexpensive, and powerful, the demand for this technology has increased, leading to more frequent use of computer resources within ...

  3. Digital pedagogy - Wikipedia

    en.wikipedia.org/wiki/Digital_pedagogy

    Digital pedagogy is the part of pedagogy that studies the design, implementation and evaluation of educational situations comprising a significant component of digital technologies, as well as the necessary conditions for their implementation – synchronous and asynchronous interactions in virtual and mixed learning environments, learning ...

  4. Digital media in education - Wikipedia

    en.wikipedia.org/wiki/Digital_Media_in_Education

    Digital media in education refers to an individual's ability to access, analyze, evaluate, and create media content and communication in various forms. [1] This includes the use of multiple digital software applications, devices, and platforms as tools for learning. The integration of digital media in education has been increased over time ...

  5. Carnegie Unit and Student Hour - Wikipedia

    en.wikipedia.org/wiki/Carnegie_Unit_and_Student_Hour

    As higher education is undertaken by the "masses" in the United States, these tools provide the ability to manage and compare students, faculty, and institutions. These units continue as the basis for evaluating student entry into college, and for determining student completion of course work and degrees.

  6. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Interactive digital video games are being used at K-12 and higher education institutions. [113] Radio offers a synchronous educational vehicle while streaming audio over the internet with webcasts and podcasts can be asynchronous. Classroom microphones, often wireless, can enable learners and educators to interact more clearly.

  7. Technology integration - Wikipedia

    en.wikipedia.org/wiki/Technology_integration

    Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. [1]

  8. Flipped classroom - Wikipedia

    en.wikipedia.org/wiki/Flipped_classroom

    With a flipped classroom, 'content delivery' may take a variety of forms, often featuring video lessons prepared by the teacher or third parties, although online collaborative discussions, digital research, and text readings may alternatively be used. The ideal length for a video lesson is widely cited as eight to twelve minutes. [4] [5]

  9. Educational software - Wikipedia

    en.wikipedia.org/wiki/Educational_software

    The arrival of the personal computer, with the Altair 8800 in 1975, changed the field of software in general, with specific implications for educational software. Whereas users prior to 1975 were dependent upon university or government owned mainframe computers with timesharing, users after this shift could create and use software for computers in homes and schools, computers available for ...