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  2. Kahoot! - Wikipedia

    en.wikipedia.org/wiki/Kahoot!

    In a quasi-experiment with 384 students at the Norwegian University of Science and Technology, Kahoot! was compared to using a paper quiz and a simple polling system called Clicker. [32] The results show statistically significant improvement in motivation, engagement, enjoyment, and concentration for the gamified approach (Kahoot!) compared to ...

  3. Video essay - Wikipedia

    en.wikipedia.org/wiki/Video_essay

    Fellow video essayist Thomas Flight observes videos about popular media receiving more clicks as part of the video essay economy. [21] In 2017, Sight & Sound, the magazine published by the British Film Institute (BFI), started an annual polls of the best video essays of the year. The 2021 poll reported that 38% of the essayists whose work ...

  4. Grammarly - Wikipedia

    en.wikipedia.org/wiki/Grammarly

    The company initially offered a subscription-based product intended to help students improve their grammar and spelling. [5] That product was subsequently developed into a writing assistant that checks the grammar, spelling, and tone of a piece of writing. [5] [6] [7] By 2015, Grammarly had one million active daily users. [8]

  5. Audiovisual education - Wikipedia

    en.wikipedia.org/wiki/Audiovisual_education

    Audiovisual aids are essential tools for teaching the learning process. It helps the teacher to present the lesson effectively, and students learn and retain the concepts better for a longer duration. The use of audio-visual aids improves student's critical and analytical thinking. It helps to remove abstract concepts through visual presentation.

  6. 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.

  7. Educational technology - Wikipedia

    en.wikipedia.org/wiki/Educational_technology

    Being non-traditional students, they can manage their daily life and school and still have the social aspect. Asynchronous collaborations allow the student to reach out for help when needed and provide helpful guidance, depending on how long it takes them to complete the assignment.

  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. Essay - Wikipedia

    en.wikipedia.org/wiki/Essay

    Secondary students in these countries are taught structured essay formats to improve their writing skills, and essays are often used by universities in these countries in selecting applicants (see admissions essay). In both secondary and tertiary education, essays are used to judge the mastery and comprehension of the material.