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Working offline Anki: AGPLv3 (personal computer, Android), proprietary Yes (except iOS) Yes Multiple Yes Yes Yes Video, LaTeX, HTML: Plugin [1] Yes Yes Yes Yes Brainscape: Proprietary: Yes Yes 2 Yes Yes Yes HTML, Markdown: Yes Yes Yes Yes Yes Cerego: Proprietary: Yes Yes Multiple Yes Yes Yes Interactive Regions ? No Yes No ? Cobocards ...
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 ]
Quizlet was founded in 2005 by Andrew Sutherland as a studying tool to aid in memorization for his French class, which he claimed to have "aced". [ 6 ] [ 7 ] [ 8 ] Quizlet's blog, written mostly by Andrew in the earlier days of the company, claims it had reached 50,000 registered users in 252 days online. [ 9 ]
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.
Google Classroom is a free blended learning platform developed by Google for educational institutions that aims to simplify creating, distributing, and grading assignments. . The primary purpose of Google Classroom is to streamline the process of sharing files between teachers and students.
Memrise is a British language platform that uses spaced repetition of flashcards to increase the rate of learning. [2] It is based in London, UK. Memrise offers user-generated content on a wide range of other subjects. The Memrise app has courses in 16 languages and its combinations, while the website for "community courses" has a great many more languages a
Habitica is a self-improvement web application that uses game mechanics to assist users in structuring their behavior. [8] [9] The game is laid out in the form of a RPG in which the player collects items, such as gold and armor, and gains levels to become more powerful. Rewards are achieved through maintaining real-life goals in the form of ...
Common ways to integrate gamification in education is creating battles, digital games such as Kahoot or Quizlet, or playing old-school games such as bingo or scavenger hunts. [35] With regard to language, instead of referring to academic requirements with the typical associated terms, game-like names may be used instead.