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  2. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    In 2017, Kahoot! had raised $26.5 million in funding from Northzone, Creandum and Microsoft Ventures. [7] On October 11, 2018, Kahoot! was valued at $300 million. [8] As of 11 June 2020, Kahoot! was valued at $1.5 billion and raised further capital from Northzone. [9] In 2019, Kahoot! acquired the Scandinavian education company Poio. [10]

  3. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The role of a student in a gamified environment might be to adopt an avatar and a game name with which they navigate through their learning tasks. Students may be organized into teams or guilds, and be invited to embark on learning quests with their fellow guild members. They may be encouraged to help other guild members, as well as those in ...

  4. ClassDojo - Wikipedia

    en.wikipedia.org/wiki/ClassDojo

    ClassDojo [3] is an educational technology company. [4] [5] It connects primary school teachers, students and families through communication features, such as a feed for photos and videos from the school day, [6] [7] and messaging that can be translated into more than 35 languages.

  5. Technology integration - Wikipedia

    en.wikipedia.org/wiki/Technology_integration

    [40] a CyberHunt, or internet scavenger hunt, is a project-based activity which helps students gain experience in exploring and browsing the internet. A CyberHunt may ask students to interact with the site (e.g.: play a game or watch a video), record short answers to teacher questions, as well as read and write about a topic in depth.

  6. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    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 ...

  7. Audiovisual education - Wikipedia

    en.wikipedia.org/wiki/Audiovisual_education

    Audiovisual aids are essential tools for teaching the learning process. It helps the teacher to present the lesson effectively, and students learn and retain the concepts better for a longer duration. The use of audio-visual aids improves student's critical and analytical thinking. It helps to remove abstract concepts through visual presentation.

  8. Educational video game - Wikipedia

    en.wikipedia.org/wiki/Educational_video_game

    A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).

  9. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Students can access and engage with numerous online resources at home. Using online resources can help students spend more time on specific aspects of what they may be learning in school but at home. Schools like the Massachusetts Institute of Technology (MIT) have made certain course materials free online. [209]