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Brainly is an education company based in Kraków, Poland, with headquarters in New York City.It is an AI-powered homework help platform targeting students and parents. As of November 2020, Brainly reported having 15 million daily active users, making it the world's most popular education app. [2] In 2024, FlexOS reported Brainly as the #1 Generative AI Tool in the education category and the #6 ...
1.4 Computer science. 1.5 Cryptography. 1.6 ... This is a list of educational software that is computer software whose primary purpose is teaching or self-learning ...
A learning management system (LMS) is a software application for the administration, documentation, tracking, reporting, automation, and delivery of educational courses, training programs, materials or learning and development programs. [1] The learning management system concept emerged directly from e-Learning. Learning management systems make ...
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 ...
Socratic is an education tech company that offers a mobile app for students. The app uses AI technology to help students with their homework by providing educational resources like videos, definitions, Q&A, links and more.
Quizlet is a multi-national American company that provides tools for studying and learning. [1] Quizlet was founded in October 2005 by Andrew Sutherland, who at the time was a 15-year old student, [ 2 ] and released to the public in January 2007. [ 3 ]
Parental punishments have officially gone digital. Ignore No More is an app created by a Texas mother Sharon Standifird that allows parents to lock their child's phone with a simple four-digit code.
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 ...