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  2. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    A literature review containing 93 studies on the effect of using Kahoot! for learning was published in the journal Computers & Education in 2020. [35] This is the first literature review that investigates most published studies (experiments, case studies, surveys, etc.) on how using Kahoot! affects learning in the classroom.

  3. 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]

  4. Classroom (Apple) - Wikipedia

    en.wikipedia.org/wiki/Classroom_(Apple)

    Schoolwork is a companion app for Classroom, announced during Apple's edtech event in March 2018 and released in June 2018. [3] [4] [5] The free app allows teachers to distribute documents, iBook files, web links, and assignments through ClassKit (such as Kahoot! quizzes) with due dates.

  5. Computers in the classroom - Wikipedia

    en.wikipedia.org/wiki/Computers_in_the_classroom

    Similarly, the use of Vodcasts has become almost as common, as they allow for students to view digitally recorded video on classroom computers. Accessing Podcasts and Vodcasts on classroom computers allows for differentiated instruction within the classroom environment. These technologies provide students with the opportunity to learn at their ...

  6. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    These examples involve the use of game elements such as points, badges and leaderboards to motivate behavioural changes and track those changes in online platforms. The gamification of learning is related to these popular initiatives, but specifically focuses on the use of game elements to facilitate student engagement and motivation to learn.

  7. Talk:Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Talk:Kahoot!

    In a classroom environment, the typical "learners to leaders" loop is normally as follows: ... As of 2020, a Kahoot creator can now use different question types. The ...

  8. Cahoots - Wikipedia

    en.wikipedia.org/wiki/Cahoots

    Kahoots (plural), user-generated multiple-choice quizzes used by Kahoot! Topics referred to by the same term This disambiguation page lists articles associated with the title Cahoots .

  9. Squirrel AI - Wikipedia

    en.wikipedia.org/wiki/Squirrel_AI

    Squirrel Ai Learning uses artificial intelligence to tailor lesson plans to each individual student. [1] The company's AI researchers have access to the world's largest student databases, which are used to train the AI algorithms.