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The goal of the Edusim project is to provide an example platform, and initial resources for demonstrating the use of lesson driven 3D virtual environments in the classroom or for training purposes using interactive surfaces and/or whiteboards as the hardware platform for the "immersive touch" 3D NUI direct manipulation of the 3D learning content.
Kahoot! users gather around a common screen such as an interactive whiteboard, projector, or a computer monitor. The site can also be used through screen-sharing tools, [21] like Zoom or Google Hangouts. [22] The game design is such that the players are required to frequently
An interactive whiteboard (IWB) device can either be a standalone computer or a large, functioning touchpad for computers to use. Interactive whiteboards are widely used in classrooms, boardrooms, and training environments, providing an innovative way to share information, facilitate discussions, and enhance the overall learning or business communication experience.
Open-Sankoré is the first feature-complete open-source interactive whiteboard. In contrast to other similar software, its file format is text-based and uses a W3C web standard, allowing to be displayed in a modern web browser and enabling lessons to be distributed online without additional software. Second, the software can be extended using ...
Virtual worlds have the capability to adapt and grow to different user needs, for example, classroom teachers are able to use virtual worlds in their classroom leveraging their interactive whiteboard with the open-source project Edusim. They can be a good source of user feedback, the typical paper-based resources have limitations that Virtual ...
Whiteboards became commercially available in the early 1960s, but did not become widely used until 30 years later. Early whiteboards needed to be wiped with a damp cloth and markers had a tendency to leave marks behind, even after the board was erased. [2] [3] In 1974, whiteboards were proposed as additional equipment for Soviet schools. [4]