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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. 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."

  4. Social learning tools - Wikipedia

    en.wikipedia.org/wiki/Social_learning_tools

    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.

  5. BrainPop - Wikipedia

    en.wikipedia.org/wiki/BrainPop

    BrainPop (stylized as BrainPOP) is a group of educational websites founded in 1999 by Avraham Kadar, M.D. and Chanan Kadmon, based in New York City. [1] As of 2024, the websites host over 1,000 short animated movies for students in grades K–8 (ages 5 to 14), together with quizzes and related materials, covering the subjects of science, social studies, English, math, engineering and ...

  6. Mobile phone use in schools - Wikipedia

    en.wikipedia.org/wiki/Mobile_phone_use_in_schools

    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.

  7. Social media in education - Wikipedia

    en.wikipedia.org/wiki/Social_media_in_education

    Students enjoying the usage of technology in a school environment. A survey from Cambridge International [5] of nearly 20,000 teachers and students (ages 12–19) from 100 countries found that 48% of students use a desktop computer in class, 42% uses phones, 33% use interactive whiteboards and 20% use tablets.

  8. Educational game - Wikipedia

    en.wikipedia.org/wiki/Educational_game

    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 ...

  9. Interactive media - Wikipedia

    en.wikipedia.org/wiki/Interactive_media

    Interactive media makes technology more intuitive to use. Interactive products such as smartphones, iPad's/iPod's, interactive whiteboards and websites are all easy to use. The easy usage of these products encourages consumers to experiment with their products rather than reading instruction manuals. [12]