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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.
The issue of cell phone use in classrooms has garnered significant attention in the media, especially as debates around technology in education intensify. Media outlets often highlight how schools and educators are grappling with this challenge, particularly as smartphones become very common among students.
Hyper-interactive teaching technology or H-ITT is a form of technology used primarily to interact between the students and teachers. Students generally are given an H-ITT transmitter , which is similar to a remote control , which allows them to answer questions in poll or quiz form.
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."
Virtual learning, is when learning is done via the use of web-based platforms in and out of school. [32] This learning environment is almost always used for any social learning tool. The virtual learning environment (VLE) encourages students to explore, discover and exchange information quickly, creatively and independently.
The first smart phone was the IBM Simon and it was used for making phone calls, calendars, addresses, notes, e-mail, fax and games. Divergence During the 2000s, a trend toward a single function many devices started to spread. the basic idea behind divergence is that specialized tools facilitate optimization of functionality over time and ...
Kululska-Hulme, Agnes. Traxler, John. "Mobile Learning: A Handbook For Educators and Trainers (The Open and Flexible Learning Series)." Routledge, 2005. Language Learning & Technology - Language Learning & Technology is a refereed journal which began publication in July 1997.
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 ...