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  2. Lock&Stock - Wikipedia

    en.wikipedia.org/wiki/Lock&Stock

    Lock&Stock is a free to use mobile app for students that allows them to earn keys each time their phones are locked. A student earns one key for every minute they are away from their phones. The longer time the student's phone is locked, the more rewards he earns. The app is programmed to only work on campuses.

  3. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    Since the early 1900s, with the advent of psychoanalytic theory, reward management programs were developed and can still be seen in schools. For example, many teachers set up reward programs in their classrooms which allow students to earn free time, school supplies or treats for finishing homework or following classroom rules. [4]

  4. Kids need free play to stay healthy, and they're not getting ...

    www.aol.com/kids-free-play-stay-healthy...

    Here are four ways to bring back free play for kids, and for adults, no matter their sports skills. 1. Start a holiday tradition. If you organize a game, they will come. Encourage them to keep ...

  5. Social media in education - Wikipedia

    en.wikipedia.org/wiki/Social_media_in_education

    Apps like X allowed teachers to make classroom accounts where students can learn about social media in a controlled context. Teachers can post assignments on the class account and students can practice commenting on, reposting, and liking posts. [31] Some researchers report that social media applications such as blogging may help kids become ...

  6. ClassDojo - Wikipedia

    en.wikipedia.org/wiki/ClassDojo

    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.

  7. Good Behavior Game - Wikipedia

    en.wikipedia.org/wiki/Good_Behavior_Game

    The first study of GBG was published in 1969, [5] using a 4th grade classroom. The study was the first application of applied behavior analysis to a whole classroom. In the original study, the classroom was divided into two teams. The students were to engage in the math or reading activities as teams.