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The idea was to transform the classroom, where the teacher acted as the game show host, and the students were contenders, using their own mobile devices. The initial prototype was named Lecture Quiz. [26] Lecture Quiz 1.0 was developed in 2006, before modern smartphones were
Phone use in schools is not just an issue for students and teachers but also for other employees of educational institutions. According to the Governors Highway Safety Association, while no state bans all mobile phone use for all drivers, twenty states and the District of Columbia prohibit school bus drivers from using mobile phones. [78]
Some teachers have implemented the use of Khan Academy in their classrooms, believing it would simply be an adjunct to their instruction. However, it became more important than this. Some teachers are now thinking of “flipping” the normal functioning of classroom settings and including video tutorials from Khan Academy in their teaching. [20]
A mobile device is essentially any device that is portable and has internet access and includes tablets, smartphones, cell phones, e-book readers, and MP3 players. [32] As mobile devices become increasingly common personal devices of K-12 students, some educators seek to utilize downloadable applications and interactive games to help facilitate ...
BrainPop (stylized as BrainPOP) is a group of educational websites founded in 1999 by Avraham Kadar, M.D. and Chanan Kadmon, based in New York City. As of 2024, the websites host over 1,000 short animated movies for students in grades K–8 (ages 5 to 14), together with quizzes and related materials, covering the subjects of science, social studies, English, math, engineering and technology ...
The lecture class was then used to focus on application of the material learned in the videos through case studies and activities to give students a more interactive type of learning in the classroom. [43] To enforce the use of videos for pre-lecture, students were asked to take a quiz or complete a homework assignment and turn it in before ...
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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 ...
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