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Having a worksheet template easily accessible can help with furthering learning at home. As an assessment tool, worksheets can be used by teachers to understand students’ previous knowledge and the process of learning; at the same time, they can be used to enable students to monitor the progress of their own learning. [4]
A literature review containing 93 studies on the effect of using Kahoot! for learning was published in the journal Computers & Education in 2020. [35] This is the first literature review that investigates most published studies (experiments, case studies, surveys, etc.) on how using Kahoot! affects learning in the classroom.
The internet makes it possible for students to view videos of activities, events, and places around the world instantaneously. Viewing these activities can help English-language learners develop an understanding of new concepts while at the same time building topic related schema (background knowledge). [53]
Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. [1]
The management of classroom processes such as how the teacher sets up the classroom and organizes teaching and learning to facilitate instruction. Includes classroom procedures, groupings, how instructions for activities are given, and management of student behaviour. Cloze A type of gap fill where the gaps are regular, e.g. every 7th or 9th word.
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 ...
Kahootz is an education multimedia construction toolset created by the Australian Children's Television Foundation.Using this program, one can make 3D animations using the pre-made objects and backgrounds.
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] Quizlet's primary products include digital flash cards, matching games, practice electronic assessments, and live quizzes. In 2017, 1 in 2 high school students used Quizlet. [4]
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