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English. Read; Edit; View history ... This is a list of educational software that is computer software whose primary purpose is teaching or self-learning. Educational ...
The system could be accessed remotely by dial-up as a student or an instructor using a terminal emulator. The system had a sophisticated test bank capability and generated tests and practice activities based on a learning objective data structure. Instructors and students could communicate through the terminal.
It is all too easy when designing CALL software to take the comfortable route and produce a set of multiple-choice and gap-filling exercises, using a simple authoring tool (Bangs 2011), [37] but CALL is much more than this; Stepp-Greany (2002), for example, describes the creation and management of an environment incorporating a constructivist ...
Blackboard Learn (previously the Blackboard Learning Management System) is a web-based virtual learning environment and learning management system developed by Blackboard Inc. The software features course management, customizable open architecture , and scalable design that allows integration with student information systems and authentication ...
Renaissance Learning, Inc. (also known simply as Renaissance) is a software as a service and learning analytics company that makes cloud-based, Pre-K–12 educational software and adaptive assessments. Renaissance employs about 1,000 employees in nine U.S. cities and subsidiaries in Canada, the United Kingdom, Korea, and Australia.
The Kanda English Language Proficiency (KELP) program at Kanda University of International Studies in Japan is not a self-access center per se, but rather a program in which all English language classrooms become independent-learning or self-access centers. Work that is typically done in a self-access center as an adjunct to traditional ...
STAR Reading, STAR Early Literacy and STAR Math are standardized, computer-adaptive assessments created by Renaissance Learning, Inc., for use in K–12 education.Each is a "Tier 2" assessment of a skill (reading practice, math practice, and early literacy, respectively that can be used any number of times due to item-bank technology.
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