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  2. Interactive whiteboard - Wikipedia

    en.wikipedia.org/wiki/Interactive_whiteboard

    An interactive whiteboard (IWB) device can either be a standalone computer or a large, functioning touchpad for computers to use. Interactive whiteboards are widely used in classrooms, boardrooms, and training environments, providing an innovative way to share information, facilitate discussions, and enhance the overall learning or business communication experience.

  3. MyMaths - Wikipedia

    en.wikipedia.org/wiki/MyMaths

    MyMaths is a subscription-based mathematics website which can be used on interactive whiteboards or by students and teachers at home. [1] [2] It is owned and operated by Oxford University Press, who acquired the site in 2011. As of February 2021, MyMaths has over 4 million student users in over 70 countries worldwide. [3]

  4. Easiteach - Wikipedia

    en.wikipedia.org/wiki/Easiteach

    Easiteach is a suite of software programs mainly used in conjunction with interactive whiteboards in schools. [1] The software is made by Research Machines Ltd, who provide ICT software and services to schools worldwide. An advantage of Easiteach is that it works with most popular brands of whiteboard, whereas many other popular packages work ...

  5. Computers in the classroom - Wikipedia

    en.wikipedia.org/wiki/Computers_in_the_classroom

    The interactive whiteboard is an example of computers replacing traditional classroom technology. The early 1990s marked the beginning of modern media technology such as CD-ROMs as well as the development of modern presentation software such as Microsoft PowerPoint. [3]

  6. Lyceum (software) - Wikipedia

    en.wikipedia.org/wiki/Lyceum_(software)

    lyceum-taster.open.ac.uk Lyceum is a synchronous computer-mediated communication (CMC) software which allows groups of people to speak to one another in real time over the Internet using Voice over IP conferencing.

  7. Edusim - Wikipedia

    en.wikipedia.org/wiki/Edusim

    The goal of the Edusim project is to provide an example platform, and initial resources for demonstrating the use of lesson driven 3D virtual environments in the classroom or for training purposes using interactive surfaces and/or whiteboards as the hardware platform for the "immersive touch" 3D NUI direct manipulation of the 3D learning content.

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