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  2. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    Kahoot! was launched in a private beta in March 2013, and the beta was released to the public in September 2013. [2] In 2017, Kahoot! had raised $26.5 million in funding from Northzone, Creandum and Microsoft Ventures. [7] On October 11, 2018, Kahoot! was valued at $300 million. [8]

  3. Gamification of learning - Wikipedia

    en.wikipedia.org/wiki/Gamification_of_learning

    The role of a student in a gamified environment might be to adopt an avatar and a game name with which they navigate through their learning tasks. Students may be organized into teams or guilds, and be invited to embark on learning quests with their fellow guild members. They may be encouraged to help other guild members, as well as those in ...

  4. 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.

  5. Massive open online course - Wikipedia

    en.wikipedia.org/wiki/Massive_open_online_course

    For example, Carolyn Rosé et al. (2014) [119] investigate how three social factors make predictions on student attrition, for students who participated in the course discussion forum. The authors found that students who serve as authorities in the community seem to be more committed to the community and thus less inclined to drop out the course.

  6. Problem-based learning - Wikipedia

    en.wikipedia.org/wiki/Problem-based_learning

    The main stress of this approach is to have an inter-disciplinary integrated development of deliverables, in order to improve the overall competency and skills of the students. P 5 BL mentoring is a structured activity that involves situated learning and constructivist learning strategies to foster the culture of practice that would extend ...

  7. Ed (chatbot) - Wikipedia

    en.wikipedia.org/wiki/Ed_(chatbot)

    The chatbot was launched on March 20, 2024, as part of the district's plan for academic recovery from the COVID-19 pandemic and to improve overall academic performance. Utilizing artificial intelligence, Ed organizes data and reports on grades, test scores, and attendance, creating individualized plans for each student.

  8. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Since students are working collaboratively, synchronized learning helps students become more open-minded because they have to actively listen and learn from their peers. Synchronized learning fosters online awareness and improves many students' writing skills.

  9. Cooperative learning - Wikipedia

    en.wikipedia.org/wiki/Cooperative_learning

    Cooperative learning is an educational approach which aims to organize classroom activities into academic and social learning experiences. [1] There is much more to cooperative learning than merely arranging students into groups, and it has been described as "structuring positive interdependence."