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  2. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    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.

  3. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    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.

  4. 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 ...

  5. Authentic learning - Wikipedia

    en.wikipedia.org/wiki/Authentic_Learning

    This helps in "developing valuable communication, collaboration, and leadership skills that would help the student succeed as a professional in the field he/she is studying." [ 13 ] Learning through simulation and role-playing has been used to train flight attendants, fire fighters, and medical personnel to name a few.

  6. 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.

  7. 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.

  8. 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 ...

  9. Transfer of learning - Wikipedia

    en.wikipedia.org/wiki/Transfer_of_learning

    Some methods for hugging include simulation games, mental practice, and contingency learning. [7] Bridging is when the teacher encourages transfer by helping students to find connections between learning and to abstract their existing knowledge to new concepts. Some methods for bridging include brainstorming, developing analogies, and ...