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  2. Technology integration - Wikipedia

    en.wikipedia.org/wiki/Technology_integration

    Research shows that adding technology to K-12 environments, alone, does not necessarily improve learning. What matters most to implementing mobile learning is how students and teachers use technology to develop knowledge and skills, which requires training. [33] It can keep students focused for longer periods of time.

  3. 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 ]

  4. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The gamification of learning is related to these popular initiatives, but specifically focuses on the use of game elements to facilitate student engagement and motivation to learn. It is difficult to pinpoint when gamification, in the strict sense of the term, came to be used in educational contexts, although examples shared online by classroom ...

  5. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    The goal of such play spaces is to have the "gamer" engage in the narrative while learning cognitive and social skills. The ability to immerse oneself in the gaming process facilitates "empathetic embodiment" which occurs when a player learns to identify with the character they have chosen for the game and the virtual environment of the game ...

  6. Intelligent tutoring system - Wikipedia

    en.wikipedia.org/wiki/Intelligent_tutoring_system

    AutoTutor assists college students in learning about computer hardware, operating systems and the Internet in an introductory computer literacy course by simulating the discourse patterns and pedagogical strategies of a human tutor. AutoTutor attempts to understand learner's input from the keyboard and then formulate dialog moves with feedback ...

  7. What Video Games Have to Teach Us About Learning and Literacy

    en.wikipedia.org/wiki/What_Video_Games_Have_to...

    Active learning requires the learner to understand and use design grammars of the semiotic domain in which he/she is learning. Critical learning has occurred when the learner can engage with, reflect upon, critique, and change elements of the design. Design Principle: Learning about design principles and appreciating the design.

  8. Workforce Summit addresses needed skills, education of ... - AOL

    www.aol.com/workforce-summit-addresses-needed...

    Employers and educators learned about resources available from the Cenla Work Ready Network to get a skilled and educated workforce needed to the meet economic needs of area employers at the ...

  9. Study skills - Wikipedia

    en.wikipedia.org/wiki/Study_skills

    Study skills or study strategies are approaches applied to learning. Study skills are an array of skills which tackle the process of organizing and taking in new information, retaining information, or dealing with assessments. They are discrete techniques that can be learned, usually in a short time, and applied to all or most fields of study.