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  2. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    Studies included in this review use a mixture of quantitative and qualitative research methods, that reveal, among other things, that Kahoot! creates statistically significant improvement in learning performance compared to traditional teaching and other tools, on students’ and teachers’ perception of lectures, in classroom dynamics, and ...

  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. Six Thinking Hats - Wikipedia

    en.wikipedia.org/wiki/Six_Thinking_Hats

    Example programs are shown below, each hat is typically used for approximately 2 minutes at a time—although at the start of a process an extended white hat session is common to get everyone onto the same page, and the red hat is recommended to be used for a very short period to get a visceral gut reaction—about 30 seconds, and in practice ...

  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. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Using computers or other forms of technology can give students practice on core content and skills while the teacher can work with others, conduct assessments, or perform other tasks. [ 198 ] [ 199 ] Through the use of educational technology, education is able to be individualized for each student allowing for better differentiation and ...

  8. Problem-based learning - Wikipedia

    en.wikipedia.org/wiki/Problem-based_learning

    Problem-based learning (PBL) is a teaching method in which students learn about a subject through the experience of solving an open-ended problem found in trigger material. The PBL process does not focus on problem solving with a defined solution, but it allows for the development of other desirable skills and attributes. This includes ...

  9. Instructional scaffolding - Wikipedia

    en.wikipedia.org/wiki/Instructional_scaffolding

    Instructional scaffolding is the support given to a student by an instructor throughout the learning process. This support is specifically tailored to each student; this instructional approach allows students to experience student-centered learning, which tends to facilitate more efficient learning than teacher-centered learning.