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Behaviour's operations are divided into two business units – Services and Original Games. [30] Its Services unit provides work-for-hire development services to major video game and entertainment industry brands such as Disney, Sony, Activision, Warner Bros. Discovery, Ubisoft, HBO and Nintendo and also includes an Immersive Entertainment vertical that has a primary focus on location-based ...
D2L (or Desire2Learn) is a Canada-based global software company with offices in Australia, Brazil, Europe, India, Singapore, and the United States.. D2L is the developer of the Brightspace learning management system, a cloud-based software suite used by schools, higher educational institutions, and businesses for online and blended classroom learning.
Moodle (/ ˈmuːdəl / MOO-dəl) is a free and open-source learning management system written in PHP and distributed under the GNU General Public License. [3][4] Moodle is used for blended learning, distance education, flipped classroom and other online learning projects in schools, universities, workplaces and other sectors. [5][6][7]
Instructure. Instructure Holdings, Inc. is an educational technology company based in Salt Lake City, Utah, United States. It is the developer and publisher of Canvas, a web-based learning management system (LMS), and Mastery Connect, an assessment management system. Prior to its IPO in 2021, the company was owned by private-equity firm Thoma ...
Brilliant.org is an American for-profit company and associated community that features 70+ guided courses [2] across the site. It operates via a freemium business model. [3] Brilliant was founded in 2012. [3] At the Launch Festival in March 2013, CEO and co-founder Sue Khim presented the idea of Brilliant, attracting funding from venture ...
freeCodeCamp (also referred to as Free Code Camp) is a non-profit educational organization [4] that consists of an interactive learning web platform, an online community forum, chat rooms, online publications and local organizations that intend to make learning software development accessible to anyone.
Gamification techniques are intended to leverage people's natural desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. [28] Early gamification strategies use rewards for players who accomplish desired tasks or ...
ClassDojo[3] is an educational technology company. [4][5] It connects primary school teachers, students and families through communication features, such as a feed for photos and videos from the school day, [6][7] and messaging that can be translated into more than 35 languages. [8][9] It also enables teachers to note feedback on students ...