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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. Quizlet - Wikipedia

    en.wikipedia.org/wiki/Quizlet

    Also in 2016, Quizlet launched "Quizlet Live", a real-time online matching game where teams compete to answer all 12 questions correctly without an incorrect answer along the way. [15] In 2017, Quizlet created a premium offering called "Quizlet Go" (later renamed "Quizlet Plus"), with additional features available for paid subscribers.

  5. 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]

  6. English-language learner - Wikipedia

    en.wikipedia.org/wiki/English-language_learner

    Viewing these activities can help English-language learners develop an understanding of new concepts while at the same time building topic related schema (background knowledge). [53] Introducing students to media literacy and accessible materials can also aid them in their future academic endeavors and establish research skills early on.

  7. Six Thinking Hats - Wikipedia

    en.wikipedia.org/wiki/Six_Thinking_Hats

    Typically, a project will begin with an extended white hat action, as facts are assembled. Thereafter, each hat is used for a few minutes at a time only, except the red hat which is limited to a very short 30 seconds or so to ensure that it is an instinctive gut reaction, rather than a form of judgement. This pace may have a positive impact on ...

  8. Flashcard - Wikipedia

    en.wikipedia.org/wiki/Flashcard

    As such, flashcards are often used to memorize vocabulary, historical dates, formulae, or any subject matter that can be learned via a question-and-answer format. Flashcards are an application of the testing effect , the finding that long-term memory is increased when some part of an individual's learning period is devoted to retrieving ...

  9. 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.