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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!

    The conclusion was that Kahoot! managed to boost students' engagement, motivation, concentration, and learning after using it repeatedly for five months. The core factor to keep students' attention after heavy repeated usage was found to be the competitive nature of Kahoot!.

  4. Games and learning - Wikipedia

    en.wikipedia.org/wiki/Games_and_learning

    Students need to learn by doing, and with gaming, students can learn by doing something as a part of a larger community of people who share common goals and ways of achieving those common goals, [1] making gaming a benefit for social reasons as well. Gaming has also changed the look of content-driven curriculum in schools.

  5. Cooperative learning - Wikipedia

    en.wikipedia.org/wiki/Cooperative_learning

    TGT is an effective tool to teach mathematics as it motivates and helps students acquire skills and mastery with the help of their peer and through healthy competition. [ 7 ] The disadvantages are that it is time consuming for new teachers, requires adequate facilities and infrastructure, and can create confusion in the classroom.

  6. 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.

  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. Learning community - Wikipedia

    en.wikipedia.org/wiki/Learning_community

    Learning clusters: Students take three or more connected courses, usually with a common interdisciplinary theme uniting them. Freshman interest groups: Similar to learning clusters, but the students share the same major, and they often receive academic advising as part of the learning community.

  9. Teaching - Wikipedia

    en.wikipedia.org/wiki/Teaching

    Teaching is the practice implemented by a teacher aimed at transmitting skills (knowledge, know-how, and interpersonal skills) to a learner, a student, or any other audience in the context of an educational institution. Teaching is closely related to learning, the student's activity of appropriating this knowledge. [1]