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The gamified music learning platform, Rise of the Rhythm. Gamification of learning does not involve students in designing and creating their own games or in playing commercially produced video games, making it distinguishable from game-based learning, or using educational games to learn a concept.
Xeropan was founded in September 2013 by Attila AlGharawi and Ferenc Mile. Attila is a language teacher and Ferenc was one of his students. The main idea behind the application was to develop an innovative, up-to-date, easily accessible platform for language learners.
Quipper School, an online learning management system for elementary, junior high, and high schools. [18] The platform's main features are Q-Learn and Q-Link. Q-Learn is the student portal where students access their lessons and assignments while Q-Link is the teacher portal where teachers send assignments and access data on student performance.
It helps underserved young people to learn about any subject with the help of gamified pictures and text. [16] The major subject taught by the bot is English, while other subjects are also available. [16] Solve Education! has partnered with various other organizations to gamify their learning modules and spread the education using chatbot. [16]
Lecture Quiz 2.0 was the first prototype where both teacher and student clients had web-interfaces. An experiment testing the 2.0 prototype showed that the usability had been improved both for the teacher and the student clients, and that the concept increased students' motivation, engagement, concentration, and perceived learning. [29]
With increased access to one-to-one student devices, and accelerated by pressure from the COVID-19 pandemic, many teachers from primary to post-secondary settings have introduced live, online quiz-show style games into their lessons. [101] Gamification has also been used to promote learning outside of schools.
Night Zookeeper is a company founded and based in London that develops products designed to improve children's reading and writing skills, including an online learning program, teaching resources, book series, and 10-episode TV mini-series. The brand was founded in 2012 by Joshua Davidson and Paul Hutson.
This is a list of educational software that is computer software whose primary purpose is teaching or self-learning. Educational software by subject. Anatomy
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related to: gamified learning platform for teachers