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  2. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    From 2006 to 2011, four versions of Lecture Quiz were developed, where the main changes were related to improved usability, thus making it easier to create quizzes, and using newer technology for implementation. Lecture Quiz 2.0 was the first prototype where both teacher and student clients had web-interfaces.

  3. Educational software - Wikipedia

    en.wikipedia.org/wiki/Educational_software

    The arrival of the personal computer, with the Altair 8800 in 1975, changed the field of software in general, with specific implications for educational software. Whereas users prior to 1975 were dependent upon university or government owned mainframe computers with timesharing, users after this shift could create and use software for computers in homes and schools, computers available for ...

  4. M-learning - Wikipedia

    en.wikipedia.org/wiki/M-learning

    M-learning, or mobile learning, is a form of distance education or technology enhanced active learning where learners use portable devices such as mobile phones to learn anywhere and anytime. The portability that mobile devices provide allows for learning anywhere, hence the term "mobile" in "mobile learning."

  5. Interactive Learning - Wikipedia

    en.wikipedia.org/wiki/Interactive_Learning

    Interactive learning is a pedagogical approach that incorporates social networking and urban computing into course design. In interactive learning, people collaborate to share information. In interactive learning, people collaborate to share information.

  6. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Early e-learning systems, based on computer-based learning/training often replicated autocratic teaching styles whereby the role of the e-learning system was assumed to be for transferring knowledge, as opposed to systems developed later based on computer-supported collaborative learning (CSCL), which encouraged the shared development of knowledge.

  7. 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]

  8. AlphaSmart - Wikipedia

    en.wikipedia.org/wiki/AlphaSmart

    [27] [28] [29] It added quiz functionality, using the 2Know! Toolbar, which was developed for the 2Know! Classroom Response System. Teachers could create, distribute, and score quizzes using the Neo 2. Neo 2 could also access Accelerated Reader quizzes and allow students to use network printers, when using the Renaissance Receiver accessory. [30]

  9. Computers in the classroom - Wikipedia

    en.wikipedia.org/wiki/Computers_in_the_classroom

    College campuses used computer mainframes in education since the initial days of this technology, and throughout the initial development of computers. The earliest large-scale study of educational computer usage conducted for the National Science Foundation by The American Institute for Research concluded that 13% of the nation's public high schools used computers for instruction, although no ...