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  2. Quizlet - Wikipedia

    en.wikipedia.org/wiki/Quizlet

    Quizlet's primary products include digital flash cards, matching games, practice electronic assessments, and live quizzes. In 2017, 1 in 2 high school students used Quizlet. [ 4 ] As of December 2021, Quizlet has over 500 million user-generated flashcard sets and more than 60 million active users.

  3. List of large-group awareness training organizations - Wikipedia

    en.wikipedia.org/wiki/List_of_large-group...

    Call of the Shofar (founded by Simcha Frischling) [citation needed]; Context International [2] [9] (previously Context Associated, founded by Randy Revell, who had worked with Mind Dynamics)

  4. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    Kahoot! is a Norwegian online game-based learning platform. [3] It has learning games, also known as "kahoots", which are user-generated multiple-choice quizzes that can be accessed via a web browser or the Kahoot! app. [ 4 ] [ 5 ]

  5. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    This finding is based on data of very low quality. OR 0.06 (0.01 to 0.27) Very low: Average test score (high = good) On average, students receiving educational game plus standard training scored 6 higher than students with standard training. There was a clear difference between the groups. This finding is based on data of low quality.

  6. List of Internet forums - Wikipedia

    en.wikipedia.org/wiki/List_of_Internet_forums

    An Internet forum, or message board, is an online discussion site where people can hold conversations in the form of posted messages. [1] They are an element of social media technologies which take on many different forms including blogs, business networks, enterprise social networks, forums, microblogs, photo sharing, products/services review, social bookmarking, social gaming, social ...

  7. OpenCards - Wikipedia

    en.wikipedia.org/wiki/OpenCards

    OpenCards implements two different learning models. A box-based short-term learning procedure, called last-minute learning, and a more sophisticated long-term memorization model based on the principles of active recall and the forgetting model. The latter is implemented as an improved version of the SuperMemo2 algorithm.

  8. 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]

  9. Learning management system - Wikipedia

    en.wikipedia.org/wiki/Learning_management_system

    Learning management systems may be used to create professionally structured course content. The teacher can add text, images, videos, pdfs, tables, links and text formatting, interactive tests, slideshows, etc. Moreover, they can create different types of users, such as teachers, students, parents, visitors and editors (hierarchies).

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