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JumpStart Games (previously Knowledge Adventure) Davidson & Associates (merged with Knowledge Adventure) SoftKey (acquired by Mattel, then Riverdeep) Brøderbund (acquired by Softkey) The Learning Company (acquired by SoftKey) Creative Wonders (acquired by the Learning Company) MECC (acquired by Softkey) Edmark (acquired by Riverdeep)
An estimated 84% of the global student body was affected by this sudden closure due to the pandemic. [73] Because of this, there was a clear disparity in student and school preparedness for digital education due, in large part, to a divide in digital skills and literacy that both the students and educators experienced. [74]
The study highlights that OER can serve as valuable supplemental resources for students, potentially alleviating the need for professors to dedicate significant time and resources to teaching writing skills. This approach may improve learning efficiency and accessibility within academic environments. [115]
Collaborative apps allow students and teachers to interact while studying. Apps are designed after games, which provide a fun way to revise. When the experience is enjoyable, the students become more engaged. Games also usually come with a sense of progression, which can help keep students motivated and consistent while trying to improve. [89]
Some traditional schools blend online and offline learning, sometimes called flipped classrooms. Students watch lectures online at home and work on projects and interact with faculty while in class. Such hybrids can even improve student performance in traditional in-person classes.
Knowledge Forum is not committed to be a traditional LMS. According with its purposes, KF is grounded on knowledge building theory. The software helps students in their effort to acquire new meaning and nurture knowledge building communities. In consequence, Knowledge Forum requires that learners and instructors take an approach in concordance ...
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