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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 ]
Quizlet was founded in 2005 by Andrew Sutherland as a studying tool to aid in memorization for his French class, which he claimed to have "aced". [ 6 ] [ 7 ] [ 8 ] Quizlet's blog, written mostly by Andrew in the earlier days of the company, claims it had reached 50,000 registered users in 252 days online. [ 9 ]
ClassDojo [3] is an educational technology company. [4] [5] It connects primary school teachers, students and families through communication features, such as a feed for photos and videos from the school day, [6] [7] and messaging that can be translated into more than 35 languages.
Alternative game modes include: Battle Royale, a multiplayer last man standing game. [4] [5] [6] Duels, a two-player head-to-head competition. [7] [6] Streaks, where players identify countries or U.S. states until they guess incorrectly. [8] [9] Explorer Mode, a single-player game where medals are awarded for accuracy in individual countries [10]
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.
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.
Discover the best free online games at AOL.com - Play board, card, casino, puzzle and many more online games while chatting with others in real-time.
A number of proprietary software products are available for saving Web pages for later use offline.They vary in terms of the techniques used for saving, what types of content can be saved, the format and compression of the saved files, provision for working with already saved content, and in other ways.