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  2. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    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 ]

  3. ClassDojo - Wikipedia

    en.wikipedia.org/wiki/ClassDojo

    According to ClassDojo, its app is used by teachers, children and families in 95% of pre-kindergarten through eighth grade schools in the United States, as well in a further 180 countries. [ 1 ] [ 12 ] [ 2 ] ClassDojo is an alum of Y Combinator's Ed-tech division, and was launched in August 2011 by Sam Chaudhary and Liam Don from the ImagineK12 ...

  4. Classroom (Apple) - Wikipedia

    en.wikipedia.org/wiki/Classroom_(Apple)

    Schoolwork is a companion app for Classroom, announced during Apple's edtech event in March 2018 and released in June 2018. [3] [4] [5] The free app allows teachers to distribute documents, iBook files, web links, and assignments through ClassKit (such as Kahoot! quizzes) with due dates.

  5. AOL online classes FAQs

    help.aol.com/articles/aol-online-classes-faqs

    To watch a class that is on replay, you do not need to do anything. The class will automatically play. To watch a class that is live, click Enter Class. Click Watch Live or Restart Class if the class has already started. To watch an upcoming class, stay on the page until the video begins. Click Watch Previous Class to view the previous class.

  6. Google Classroom - Wikipedia

    en.wikipedia.org/wiki/Google_Classroom

    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.

  7. 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 ...

  8. Kahoot raises $28M for its user-generated educational ... - AOL

    www.aol.com/news/kahoot-raises-28m-user...

    Now, Norwegian educational gaming company Kahoot -- the popular platform with 1.3 billion active users and over 100 million games (most created by users themselves) -- has raised a new round of ...

  9. Technology integration - Wikipedia

    en.wikipedia.org/wiki/Technology_integration

    Technology integration is defined as the use of technology to enhance and support the educational environment. Technology integration in the classroom can also support classroom instruction by creating opportunities for students to complete assignments on the computer rather than with normal pencil and paper. [1]