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  2. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    The game concept used in Kahoot! started out as an idea of Professor Alf Inge Wang, [25] at the Department for Computer Science at the Norwegian University of Science and Technology in 2006. He developed multiple prototypes that were developed and tested in experiments conducted in collaboration with master students.

  3. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    Common ways to integrate gamification in education is creating battles, digital games such as Kahoot or Quizlet, or playing old-school games such as bingo or scavenger hunts. [35] With regard to language, instead of referring to academic requirements with the typical associated terms, game-like names may be used instead.

  4. 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]

  5. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in ...

  6. Scientific terminology - Wikipedia

    en.wikipedia.org/wiki/Scientific_terminology

    Scientific terminology is the part of the language that is used by scientists in the context of their professional activities. While studying nature, scientists often encounter or create new material or immaterial objects and concepts and are compelled to name them. Many of those names are known only to professionals.

  7. 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 ...

  8. Kahootz - Wikipedia

    en.wikipedia.org/wiki/Kahootz

    Kahootz was designed for children. It made use of many colours, characters, movements and pictures. Many Australian schools had access to this program. In fact, the Victorian Government bought the program for every school in Victoria.

  9. Scientific visualization - Wikipedia

    en.wikipedia.org/wiki/Scientific_visualization

    Scientific visualization (also spelled scientific visualisation) is an interdisciplinary branch of science concerned with the visualization of scientific phenomena. [2] It is also considered a subset of computer graphics, a branch of computer science. The purpose of scientific visualization is to graphically illustrate scientific data to enable ...