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  2. 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 ]

  3. 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 ...

  4. Technology integration - Wikipedia

    en.wikipedia.org/wiki/Technology_integration

    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]

  5. OpenAI targets higher education in the U.S. with ChatGPT ...

    www.aol.com/news/openai-targets-higher-education...

    The rollout will cover 23 campuses of the largest public university system in the United States, enabling students to access personalized tutoring and study guides through the chatbot, while the ...

  6. Gamification - Wikipedia

    en.wikipedia.org/wiki/Gamification

    Gamification techniques are intended to leverage people's evolved desires for socializing, learning, mastery, competition, achievement, status, self-expression, altruism, or closure, or simply their response to the framing of a situation as game or play. [32]

  7. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Collaborative learning is a group-based learning approach in which learners are mutually engaged in a coordinated fashion to achieve a learning goal or complete a learning task. With recent developments in smartphone technology, the processing powers and storage capabilities of modern mobiles allow for advanced development and the use of apps.

  8. Higher-order thinking - Wikipedia

    en.wikipedia.org/wiki/Higher-order_thinking

    Higher-order thinking involves the learning of complex judgmental skills such as critical thinking and problem solving. Higher-order thinking is considered more difficult to learn or teach but also more valuable because such skills are more likely to be usable in novel situations (i.e., situations other than those in which the skill was learned).

  9. Adaptive learning - Wikipedia

    en.wikipedia.org/wiki/Adaptive_learning

    Adaptive learning, also known as adaptive teaching, is an educational method which uses computer algorithms as well as artificial intelligence to orchestrate the interaction with the learner and deliver customized resources and learning activities to address the unique needs of each learner. [1]

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